PZO9237 Inner Sea Magic

Transcription

PZO9237 Inner Sea Magic
PATHFINDER CAMPAIGN SETTING
A World of Magic!
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From the tortured sands of the Mana Wastes, where magic is as likely to tear you apart
as it is to not work at all, to the perpetually frozen northern nation of Irrisen
where the winter witches rule, magic is a part of life in the Inner Sea region.
Whether it is wielded by benevolent clerics to keep their allies fighting the
good fight or unleashed by wizards in the form of scorching blasts of fire,
magic can be the difference between life or death. Or, as in so many cases,
the cause of life or death.
Inner Sea Magic explores the role of magic within this vast and varied
region. Within this book, you will find:
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INNER SEA MAGIC
► A who’s-who of powerful and famous spellcasters from throughout
the Inner Sea region.
► Details on four types of magical schools—arcane academies,
spellcaster’s guilds, monasteries, and secret societies—along with
rules for joining and studying with such organizations.
► Rules for several types of specialized or variant magic, including the
chaotic power of primal magic, the secrets of shadowcasting, the traditions
of Thassilonian sin magic, and the wonders of Varisian tattoo magic.
► Two new oracle mysteries (the primal-magic wielding spellscar mystery and the
sinister Outer Rifts mystery).
► More than a dozen new archetypes for all sorts of spellcasters, including the
black-blooded oracle, the Razmiran priest, the shadowcaster wizard, the
tattooed sorcerer, and the winter witch.
► Two new prestige classes—the cyphermage and the divine scion.
► Dozens of new spells, from Aroden’s spellward to zone of foul flames!
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Inner Sea Magic is intended for use with the Pathfinder Roleplaying
Game and the Pathfinder campaign setting, but can easily be used in any fantasy
game setting.
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TM
paizo.com/pathfinder
Printed in China PZO9237
Inner Sea Magic
Jason Nelson, Sean K Reynolds, and Owen K.C. Stephens
Magic Schools of the Inner Sea
Daggermark Poisoner’s Guild
The Harrowed Society
Acadamae
Kintargo Opera House
Citadel Enferac
Arcanamirium
White Grotto
Crimson Citadel
Oenopion Fleshforges
Magaambya
Inner Sea Magic
A Pathfinder Campaign Setting Supplement
This book works best with the Pathfinder Roleplaying Game Core Rulebook.
Although suitable for play in any fantasy world, it is optimized for use in
the Pathfinder campaign setting.
Table of Contents
Magic of the Inner Sea
Variant Magic
Magic Schools
2
8
18
Spellcasters of the Inner Sea
Spells
28
48
Credits
Authors • Jesse Benner, Jason Nelson, Sean K Reynolds,
Owen K.C. Stephens, and Russ Taylor
Cover Artist • Alex Aparin
Interior Artists • Alberto Dal Lago, Emile Denis,
Mariusz Gandzel, MuYoung Kim, Roberto Pitturru,
Maichol Quinto, and Kyushik Shin
Cartography • Rob Lazzaretti
Paizo CEO • Lisa Stevens
Vice President of Operations • Jeffrey Alvarez
Director of Sales • Pierce Watters
Finance Manager • Christopher Self
Staff Accountant • Kunji Sedo
Technical Director • Vic Wertz
Marketing Manager • Hyrum Savage
Creative Director • James Jacobs
Senior Art Director • Sarah E. Robinson
Managing Editor • F. Wesley Schneider
Development Lead • James Jacobs
Editing and Development • Judy Bauer, Christopher Carey,
Sean K Reynolds, and James L. Sutter
Editorial Assistance • Jason Bulmahn, Rob McCreary, Mark
Moreland, and Stephen Radney-MacFarland
Editorial Intern • Michael Kenway
Graphic Designer • Andrew Vallas
Production Specialist • Crystal Frasier
Publisher • Erik Mona
Special Thanks • The Paizo Customer Service,
Warehouse, and Website Teams
Paizo Publishing, LLC
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
paizo.com
This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Advanced Player’s Guide, Pathfinder RPG GameMastery Guide, and Pathfinder
Roleplaying Game Ultimate Magic. These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks,
registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated
as Open Game Content or are in the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open
Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
Pathfinder Campaign Setting: Inner Sea Magic is published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. Paizo
Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Path, Pathfinder Campaign Setting,
Pathfinder Module, Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder Society, Pathfinder Tales, and Titanic Games are trademarks of Paizo Publishing, LLC.
© 2011, Paizo Publishing, LLC.
Printed in China.
Pathfinder Campaign Setting: Inner Sea Magic
Magic of the Inner Sea
2
Magic of the Inner Sea
I
Irrisen
n the Inner Sea region, magic takes many forms.
Whether wielded by a faithful priest or a well-trained
arcanist, magic makes the impossible possible. It can
work great miracles of beauty, raise the dead, and build
unbelievable structures in a fraction of the time it would
take even an army of slaves to construct them. But it can
also effect devastating works of ruin, cause death and pain,
and unleash the evils of the planes into the world. In short,
there is very little that magic cannot accomplish, given
time and skill and the will to see it through.
This book provides a detailed look at not only the role
magic and spellcasters play in the Inner Sea region, but also
how these effects have helped shape history and made the
realm the place it is today. Yet in addition to the intricacies
of variant magic, the wonders of spellcaster schools and
temples, the varieties of different specializations, and the
delights of strange and potent new spells, several specific
realms in the Inner Sea region find themselves shaped by
their unique relationship with magic. This section explores
several of the most noteworthy of these realms, as well as
introducing a number of the region’s most powerful or most
famous spellcasters from both the past and the present.
In the bone-deep cold of the north, magic serves the strong.
Once part of the Linnorm Kings’ great realm, Irrisen was
carved out by the great witch queen, Baba Yaga. Her march
south from the Crown of the World annihilated most of the
region’s Ulfen natives and enslaved all who did not perish
outright. In the centuries that have followed, Baba Yaga’s
daughters have perpetuated a magical monarchy based on
witchcraft. The winter witches use their spells and dreaded
hexes to make the very land itself seem like an enemy,
freezing the realm in a time of eternal winter.
Jalmeray
Perhaps nowhere else in the Inner Sea is magic so
demonstrably present, so worked into the fabric of everyday
life, as in Jalmeray. The “Kingdom of the Impossible” is a
place where the touch of genies and powerful spellcasters is
evident in every landscape. Potent elemental spirits are the
origin of Jalmeray’s mythic splendor. When the Vudrani first
arrived here millennia ago, they brought their genies with
them as servants and used wishcraft to shape the land to their
whims. While Jalmeray is still built upon this most powerful
of all magics, its people today have not grown complacent.
The Kingdom of the Impossible remains a destination for
spellcasters of all kind wishing to study in the exhaustive
archives of the island’s monasteries, or to prospect for some
piece of arcana left behind by the arclords of Nex from their
brief habitation. The smiling Thakur Kharswan feels that
all who seek or bring magical knowledge are welcome on
Jalmeray, save those few who use the island to study the
fabled Mana Wastes between the kingdoms of Nex and Geb.
Ever conscious of how integral magic is to Jalmeray’s very
existence, those who study that perversion of magic are
politely encouraged to take their research elsewhere.
Magical Regions
While magic and spellcasters can be found throughout
the Inner Sea region, some regions in particular are more
magical than others. This may be because their rulers are
powerful spellcasters, because they were once the site of
magical empires, or because magic infuses the very land
itself. In one way or another, the following lands across the
Inner Sea region hold magic as a day-to-day fact of life.
Geb
The kingdom of Geb is the undisputed cradle of necromantic
magic in the Inner Sea region. Still ruled by the ghost of
its founding monarch and his undead queen (Geb and
Arazni, respectively), this undead dictatorship counts
liches, vampires, and ghouls among its ruling class. A
society based on undeath supports this grim aristocracy,
with skeletal warriors filling the ranks of Geb’s army,
standing watch behind massive walls that can spring to
life on command. Meanwhile, a massive caste of mindless
zombies and cadaverous constructs toil in the kingdom’s
endless fields—in gruesome irony, Geb’s lush climate and
warm sea air are perfect for agriculture. With comparatively
few living citizens to feed, Geb exports most of this zombiegrown food throughout the Inner Sea, trading for the rare
goods required to further the study of necromancy. In Geb’s
urban centers, sentient undead are considered full citizens
under the law, with equal protection to the humanoids
living alongside them. Humanoids not born into the upper
caste, however, are doomed to be chattel—bred as slaves and
eventually food for Geb’s ghouls and vampires.
Mana Wastes
It is the epitome of irony that the place in the Inner Sea
that perhaps best demonstrates the potency of magic is
the same place where magic itself rarely works as it should.
Lying between the nations of Geb and Nex and home to
the industrious Duchy of Alkenstar, the Mana Wastes are
the byproduct of the epic war between two great wizards,
Geb and Nex. As their powerful armies raged and clashed
over their shared border, the damage caused by their magic
and that of their followers turned the verdant fields that
joined their kingdoms into a blasted wasteland. By the
end of the wars, the endless spells and counterspells had
created massive areas of magical feedback that blighted
the landscape and warped reality itself. Today the Mana
Wastes are an extensive no-man’s-land populated by spelltwisted mutants, strange undead, and abandoned animated
machines of war. Here, magic is dead at best. At worst,
magic itself becomes a wild and untamed entity, twisting
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Pathfinder Campaign Setting: Inner Sea Magic
spellcasting and lashing the land with unpredictable warps
and waves of ruin. Despite this omnipresent chaos, some
still endeavor to study the scarred magic present here,
seeking to harness it for their own uses. Political dissidents,
hunted criminals, and others seeking to avoid attention
have also used the Mana Wastes to avoid all but the most
basic methods of tracking and detection. Such efforts to go
undiscovered have their own dangers. The other side effect
to centuries of unchecked magical warfare is that some of
the largest, hardiest, and most dangerous monsters in all of
Golarion have sprung up in the blasted desert between Geb
and Nex, hunting whatever creatures are foolish enough to
enter their territory.
Obedience to Zon-Kuthon even requires forsaking fire
itself, less the light dim the shadow god’s power. Clerics
and oracles in Nidal train in areas of forsaken wilderness
so barren and lifeless that food itself can only be magically
created and not grown. Thus is obedience guaranteed and
Nidal’s existence perpetuated, as Zon-Kuthon nourishes
both the bodies and the faith of his disciples.
Thuvia
Thuvia is the undisputed cradle of alchemy within the
Inner Sea, for in 1140 ar the great alchemist Artokus
Kirran first created the sun orchid elixir and thus ensured
eternal youth for those able to pay a hefty price. Since then,
this ancient desert has become a beacon to alchemists
throughout Golarion. The sun orchid elixir is the core of all
that is Thuvia, from its government, to its commerce, to its
caravanlike culture, which follows the elixir from city to
city. Although the elixir’s secrets remain a mystery, legions
of alchemists have come to Thuvia attempting to recreate
or simply steal Artokus Kirran’s discovery. Magic in the
harsh desert nation is a constantly moving enterprise,
with ostentatious caravans pulled by teams of harnessed
fire-elementals following the elixir from city to city, or
dedicated wizards ranging into and out of the sun-bleached
desert day after day, trying to concoct some spell to better
protect against fire and the elements, which can then be
sold to the next band of explorers for a high price. Whether
spells or formulae, all magic originating in Thuvia owes its
existence to Artokus Kirran’s discovery, a fact that is likely
to prove as eternal as the sun orchid elixir itself.
Nex
Founded by the powerful wizard who gave the kingdom its
name, Nex is perhaps the greatest center of arcane learning in
the Inner Sea. Although Nex’s feud with the necromancer Geb
left the kingdom’s countryside blasted, barren and unable to
support life, the great wizard’s magic protected Nex’s urban
centers. To this day, Nexian cities—especially the capital
of Quantium—rival Absalom and Oppara in grandeur.
Towering marble spires throw shadows on giant open air
markets and hanging gardens. Massive constructs, eternally
vigilant, patrol Quantium’s streets, where visitors of any race
live unaccosted as merchants, traders, or students at one of
Nex’s vaunted universities. This diversity is Nex’s strength,
both culturally and magically. Nex felt that true advancement
in magic required an open mind and the ability to consider
theories from any source, a notion that has persisted in Nexian
society, although Nex himself has long since disappeared.
As a result, magic in Nex is seen as an amoral force, to be
studied and wielded with scientific detachment. Most new
magic to come out of Nex therefore focuses on shaping and
bending reality, harnessing energy, or simply using the raw
matter of the multiverse to create things never seen before.
This focus on the arcane does make clerics and oracles
scarce within the walls of Quantium and her sister cities,
but healers can and often do make hefty sums of gold being
on hand for the destructive side of a miscast lightning bolt.
Varisia
Built atop the bones of ancient Thassilon, magic was once
the lifeblood of the vast frontier now known as Varisia.
Thassilon was founded by the exiled Azlanti wizard Xin.
This great wizard divided the realm into seven nations,
each to be governed by a wizard dedicated to one of the
traditional schools of magic. Yet the wizards of Thassilon
rebelled against Xin, and twisted the virtues of rule into
sin. They saw in rulership a right to take, rather than
a responsibility to nurture, and became known as the
Runelords of Thassilon. Their rule lasted for an age, and
rotted and corrupted Thassilon from within. The empire
was already poised for collapse when Earthfall struck the
deathblow. But the mighty works of Thassilon remain
today in the form of vast monuments like Riddleport’s
cryptic Cyphergate or the towering lighthouse known as
the Lady’s Light. Powerful magic and strange guardians
still dwell in regions where Thassilon’s might one held
sway, sometimes in the wilds of regions like the Kodar
Mountains or Rivenrake Island, but just as often in the
hearts of urban centers, like the mysterious pyramid that
serves as the foundation for Castle Korvosa. The secrets
Nidal
In the time of darkness after Earthfall, the horselords of
Nidal made a fateful bargain with a powerful creature of
the Great Beyond, ensuring their survival at the expense
of their own souls and the land itself. The umbral hue
of shadow touches everything in Nidal, and magic is no
exception. Most spellcasters in Nidal dabble in the magic
known as shadowcasting, or serve in some way the interests
of the Midnight Lord Zon-Kuthon. Even the wilderness in
this region has fallen to his shadowy inf luence. Under the
warped and gnarled boughs of the Uskwood, druids learn
to blight and to poison rather than to nurture and heal.
4
Magic of the Inner Sea
Abrogail Thrune II
held in these ruins hold forgotten powers, and as word of
Thassilonian discoveries spread, Varisia becomes a greater
draw to scholars and spellcasters alike.
LE female Chelaxian aristocrat 2/sorcerer 16
Current ruler of the nation of Cheliax, head
of House Thrune.
Worldwound
The tremors and storms that scoured the Inner Sea in the days
after Aroden’s death were both physical and metaphysical.
In the land once known as Sarkoris, the boundaries between
this world and the Abyss, already worn thin from ages of
demonic tinkering and inf luence, tore open. The land
itself ref lected this tear, falling away into a hideous wound
in the earth itself, a canyon of razored cliffs and miasmic
depths inhabited by all manner of Abyssal nightmares.
When demons rose in armies from the miles-long, blighted
chasm, the indigenous people were overwhelmed. Only the
swift launch of the First Mendevian Crusade stemmed the
tide and halted the advance of the demonic blight. Although
the crusaders halted the onslaught, over the ensuing
generations the forces of good and evil have fought again
and again for the future of the surrounding land. Ultimately
the crusaders erected an enormous border of rune-covered
menhirs, creating a magical barrier past which the demons
could not go. These wardstones now keep the demons at bay,
while crusader forays into the Worldwound attempt to drive
the abyssal agents back into the Great Beyond forever.
Ailson Kindler
NG female Varisian bard 6/Pathfinder chronicler 4
Famous novelist of gothic tales and penny
dreadfuls, former Pathfinder.
Alaznist
CE female Azlanti evoker 20+; presumed dead
Runelord of Wrath, ruler of the
Thassilonian empire of Bakrakhan.
Alicavniss Vonnarc
CE female drow conjurer 18
Archmage of the drow city of Zirnakaynin,
First Daughter of House Vonnarc.
Alpon Caromarc
N male Varisian alchemist 13
Count of Vieland in Ustalav, created the
Beast of Lepidstadt.
Spellcasters of the Inner Sea
Countless formidable spellcasters have left their mark
upon the Inner Sea region—some in small but significant
ways (such as the poetic magus Lokoris, who scribed the
infamous play “The Six Trials of Larazod”), others in ways
that have changed the world (such as Aroden raising the
Starstone and the entire Isle of Kortos from the Inner Sea).
Many of these spellcasters are still active today, their power
still on the rise. Some rule nations in the Inner Sea region,
while others inf luence the world in less blatant ways. The
following sampling presents a mix of spellcasters, both past
and present, who have played or continue to play key roles in
the Inner Sea region. Each spellcaster’s alignment, gender,
race, class, and level are listed. Note that the details listed
depict these characters as of the year 4711. In some cases,
spellcasters mentioned on the following pages have key roles
in published Adventure Paths or modules, and in others,
they may appear in future publications. These spellcasters
often gain levels during the course of these Adventure Paths
or modules—the number of levels they gain depends on
the nature of their role. And of course if the listed levels for
NPCs don’t mesh well with your plans for them in your home
game, feel free to change them however you wish! If an NPC’s
level is followed by a plus sign (+), it should be considered a
minimum level—that character’s actual level and power are
beyond even that of a 20th level character in some way, and
they may even rival the power of a god.
Aram Zey
N male Taldan wizard 11
Venture-Captain of the Pathfinders, Master
of Spells of the Grand Lodge in Absalom.
Arazni
NE female Taldan lich wizard 20+
Ex-knight of Ozem and one-time herald of
Aroden, “Harlot Queen” of Geb.
Aroden
LN god of humanity; deceased
Once the god of humanity, died at the
onset of the Age of Lost Omens.
Artokus Kirran
N male Garundi alchemist 20+
Inventor of the sun orchid elixir, dwells in
the Citadel of the Alchemist in Thuvia.
Baba Yaga
NE witch 20+, actual powers and race unknown
Founder of Irrisen, exceptionally powerful
traveler of countless worlds.
5
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Pathfinder Campaign Setting: Inner Sea Magic
Castruccio Irovetti
Jakalyn
CN male Taldan bard 9
LE female Chelaxian cleric 9/Red Mantis assassin 10+
Caydserras Arudora
Jatembe
LE male Varisian oracle 15
N male Mwangi wizard 20+; presumed dead
Eando Kline
Kaltessa Iyis
CG male Taldan bard 5/rogue 6/sorcerer 1
NE female Chelaxian cleric of Mammon 10/diabolist 10
Eloiander of Ridwan
Karzoug
NE male Chelaxian druid 15
NE male Azlanti transmuter 20; presumed dead
Elvanna
Kazavon
NE female Kellid witch 20+
LE male great wyrm blue dragon; deceased
Galfrey
Kelldor
LG female Taldan paladin 15
LN male Taldan oracle 15
Geb
Khemet III
LE male Garundi ghost necromancer 20+
LN male Garundi cleric of Abadar 15
Hulrun of Kenabres
Kholas
LN male Taldan inquisitor 13
LE male Chelaxian vampire sorcerer 14
Ileosa Arabasti
Koriah Azmeren
NE female Chelaxian aristocrat 2/bard 4
CG female half-elf ranger 11
Iomedae
Kortash Khain
LN goddess of honor and rulership
CE male ghoul sorcerer 5/cleric 5/mystic theurge 10+
Ruler of the River Kingdom of Pitax,
collector of performers and artists.
Leader of the Red Mantis assassins, ruler
of Mediogalti Island.
Ruler of Bastardhall in Ustalav, cursed scion
of an ancient family.
The first great wizard to rise after Earthfall,
pioneered many magical techniques.
Pathfinder in self-imposed exile, explorer
of the Inner Sea region.
“The Widow Queen,” high-priestess of
Mammon, ruler of the palace of Iron Rose.
Member of the Umbral Court in Nidal,
leader of the Uskwood druidic cabal.
Runelord of Greed, ruler of the
Thassilonian empire of Shalast.
Ruler of Irrisen, daughter of Baba Yaga,
Queen of the Winter Witches.
Ex-ruler of Belkzen, body transformed into
powerful artifacts.
Ruler of Mendev, current commander of
the Mendevian Crusade.
Ruler of the nation of Druma, leader of
the Prophecies of Kalistrade.
Founder and ruler of the nation of Geb,
ancient enemy of Nex.
The Ruby Prince of Sothis, ruler of the
nation of Osirion.
Aged prelate and leader of the city of
Kenabres in Mendev.
Ambassador to Queen Abrogail II from
Nidal, member of the Umbral Court.
Beautiful and petty ruler of Korvosa,
spoiled queen with big plans.
Famed Pathfinder, published in Volume 44
of the Pathfinder Chronicles, Darklands expert.
One-time hero and paladin of Aroden,
passed the Test of the Starstone.
Priest-king of Nemret Noktoria, high priest
of the demon lord Kabriri.
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Magic of the Inner Sea
Kreighton Shaine
Socorro
CG male elf diviner 7/loremaster 3
CE male Varisian lich necromancer 17
Lokoris
Sorshen
LN male Chelaxian aristocrat 2/magus 11; deceased
CE female Azlanti enchanter 20+; presumed dead
Lrilatha
Stavian III
LE female erinyes, inquisitor 13
CN male Taldan aristocrat 8/wizard 4
Master of Gales
Tar-Baphon
N male Chelaxian druid 15
NE male Varisian lich necromancer 20+
Merivesta Olinchi
Telandia Edasseril
CN female halfling bard 15; deceased
NG female elf wizard 15
Mother of Flies
Tragshi
NE female green hag sorcerer 14
NE female half-elf druid 5
Nefeshti
Varian Jeggare
LN female noble djinni ranger 3/cleric of Gozreh 7
NG male half-elf wizard 6
Nex
Weslen Gavirk
N male Garundi wizard 20+; missing
NG male Taldan ranger 11
Razmir
Xanderghul
LE male Taldan wizard 19
LE male Azlanti illusionist 20+; presumed dead
Shensen
Yasmardin Senir
CG female aquatic half-elf bard 8/fighter 4
LE male Varisian cleric of Norgorber 13
Venture-Captain of the Pathfinders, Master
of Scrolls of the Grand Lodge in Absalom.
The so-called “Butcher of Carrion Hill,”
lieutenant of Tar-Baphon.
Wrote “Six trials of Larazod,” worshiped
Asmodeus, notorious provocateur.
Runelord of Lust, ruler of the Thassilonian
empire of Eurythnia.
Advisor to Queen Abrogail II, sent by
Asmodeus to aid House Thrune.
Grand Prince and current ruler of the
nation of Taldor.
Member of the Pirate Council, ruler of
the city of Drenchport.
The Whispering Tyrant, ancient enemy of
Aroden, imprisoned under Gallowspire.
Author of the scandalous Conception
Exception, first victim of the Red Mantis.
Queen and ruler of the elven nation of
Kyonin, bearer of the Viridian Crown.
Notorious local legend near Westcrown,
tender of the Maggot Tree.
Guildmistress of the Daggermark
Poisoners’ Guild.
Leader of the Templars of the Five Winds,
ancient guardian of the deserts.
Venture-Captain of the Pathfinder Society,
crime-solving Chelish aristocrat.
Founder of the nation of Nex, master of
dimensional magic, ancient enemy of Geb.
Ruler of the war-torn nation of Nirmathas,
Forest Marshal of Fangwood.
Ruler of Razmiran, false god, Master of the
31 Steps.
Runelord of Pride, Ruler of the
Thassilonian empire of Cyrusian.
Secret political insurgent, infamous diva,
and devout follower of Sarenrae.
Count of Ulcazar in Ustalav, Leader of the
Anaphexia.
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Variant Magic
8
Variant Magic
T
hroughout the ages, spellcasters of the Inner Sea
region have sought mastery of magic and quested for
new secrets and strange methods of manipulating
this primal power. Metamagic, one of the earliest recorded
methods of enhancing and altering magical spells, dates
back at least to the height of Azlant (and likely before), while
the secrets of wizardly school specialization were explored
and refined until they were elevated to the heights of ruling
philosophies during the dominance of ancient Thassilon. In
the ages since, countless variants on the classical forms of
magic have arisen—some of which have survived the test of
time and are still in practice today, while others have been
lost to history’s ashes.
Variant magic can be accessed via numerous disciplines,
including archetypes, bloodlines, feats, prestige classes,
schools, items, mysteries, and subdomains. Some variants
even rely entirely on new rules subsystems, such as the
Words of Power system presented in Pathfinder RPG Ultimate
Magic. For a Game Master, variant magic can provide new or
unexpected options for NPC spellcasters and adventuring
locales, keeping the game fresh and the PCs on their
toes. For players, variant magic systems expand the tools
of character development and distinguishing otherwise
similar spellcasters from one another, defining one wizard
as a Varisian tattooed sorcerer and another as a sinister
shadowcaster from Nidal.
But take care not to overdo it if you decide to introduce
or focus on variant forms of magic in your game. Using
individual variants sparingly preserves their novelty.
Accentuate the differences between each style to keep
variant magic feeling unusual and different. Rich
descriptions keep the focus on the flavor of a variant system,
rather than reducing it to mere mechanics. It’s also worth
considering how each variant might work under exceptional
conditions. Certain magical tattoos can be blocked by
combat maneuvers that cover them in cloth, for example,
while primal magic provides nearly limitless opportunities
for GM creativity. The rules can’t cover every circumstance
PCs happen into, but a versatile GM can.
NPCs: Nonplayer characters should only use variant
magic systems if the situation makes doing so logical.
It makes sense for a wizard bounty hunter from Nidal to
use shadowcasting, but not for a wizard bounty hunter
from Numeria to do so. Don’t just idly grant your NPC
spellcasters access to the variant magic options presented on
the following pages. When the PCs encounter an NPC who
uses variant magic, they should be intrigued by the magic,
not baffled by why, for example, a Nexian spellcaster might
be using Thassilonian sin magic. Of course, exceptions can
always exist. Just make sure you justify those exceptions
with reasons, whether or not the PCs ever learn how that
Nexian spellcaster learned how to use Thassilonian sin
magic.
PCs: All of the variant magic systems presented on the
following pages are balanced for use by player characters,
but before a PC can use any of these options, the player must
make sure the GM is comfortable with the choice. A GM might
want to restrict access to some of these variants to NPCs only,
while other variants he might forbid because he doesn’t care
to feature those elements his game. Alternatively, if a GM is
eager to see a particular form of variant magic used by his
players’ characters, he can encourage the use of such rules
by pointing out the variant magic or even awarding things
like bonus feats or other in-game benefits in return for
taking up such unusual methods of using magic.
Magic Items: Even among standard magic items like
potions, scrolls, and wands, significant mechanical
differences distinguish items that ultimately have the
same effect. Many variant magic systems merely expand
or transform familiar magic items into unfamiliar shapes
such as riffle scrolls or magical tattoos. Other variants
might not even change the underlying item. Isolated tribes
might make use of herbal potions where other cultures
use carefully distilled reagents. Magical scrolls range
from vellum to papyrus and from animal hide to stone
tablets depending on nation and spellcaster. Not every
item needs to be carved from the oak of a lightning-struck
tree, but magic items with evocative descriptions go a long
way toward making hard-earned treasure more than just
words on scratch paper.
The World: Magic varies from area to area, and not
just in spellcasting. Parts of Golarion are fundamentally
infused with magic, pulsing with such energies just as
a river surges with rushing water and a volcano bubbles
with deadly magma. GMs who wish to highlight the innate
powers of particularly magical settings might adjust the
flavor and descriptions of constructs, magical traps, and
even creatures created or summoned by magic to fit the
character of each region. Beyond mere descriptions,
though, a GM might choose to focus upon the strange
and wondrous properties of such areas by introducing
unusual magical effects. Magical environmental effects,
such as areas affected by primal magic (see page 12) or
other areas of impeded magic (see page 187 of the Pathfinder
RPG GameMastery Guide), while rarer, also vary by region.
On Golarion, dramatic changes exist in and around the
demon-tainted Worldwound, fey-touched realms like
Uringen in the River Kingdoms, and certain areas of the
Darklands. In the war-scarred sands of the Mana Wastes,
capricious tides of primal magic hold sway. Few terrors
match that of a spellcaster’s own arts turning against her,
or worse, failing entirely. Changes to the underlying rules
of the world make for a memorable adventure, but like
other forms of variant magic, should be used sparingly. If
magic works unreliably or out of expectations too often, PC
spellcasters may feel cheated out of hard-earned abilities.
9
21
Pathfinder Campaign Setting: Inner Sea Magic
False Divine Magic
Razmir relies upon skilled liars (mostly bards, rogues,
and sorcerers) to pose as his priests. When “miracles” are
required, he relies upon his bards to create them with
arcane magic disguised as divine magic. Certain sorcerers
have also developed powers to aid them in this pursuit (see
the Razmiran priest archetype on page 39), but most utilize
the following feats to pull off their deceptions.
The ruler of Razmiran is not only one of the Inner Sea
region’s most aggressive masters, but also one of the
region’s greatest con artists, having convinced thousands
of followers of his divinity. With a skilled synthesis of
glib lies and powerful arcane magic, Razmir sits atop a
pyramid of faith behind an impassive mask—only the
highest-ranking members of his cult know the truth, that
their “god” is in fact a mortal man fast approaching the
end of his life. Over the years, Razmir and his masked
priests have developed and perfected a new form of arcane
magic—false divine magic.
False Casting
When using a magic item, you can trick onlookers into
thinking you used spellcasting instead.
Prerequisites: Magical Aptitude, Bluff 1 rank, Sleight
of Hand 1 rank.
Benefit: When you use a magic item or a spelllike ability to create a magical effect, you
may add additional magic-seeming words
and hand gestures to trick onlookers into
believing you cast the spell yourself. If using
an item that is recognizable as a magical
implement (such as a wand or ring), you can
trick viewers into thinking you are just using
the item as a focus component. Onlookers
who have no ranks in Spellcraft have no
knowledge of what is genuine spellcasting, and
automatically believe you are casting a spell.
If an onlooker attempts a Spellcraft check to
identify your “casting,” his check is opposed by
your Bluff check. If he succeeds, he realizes the
deception. If he fails, he believes you cast the spell.
Regardless of the result of that opposed check, he
uses the result of that Spellcraft check to identify
the “spell” you cast, except the DC is 20 + the spell’s
level instead of 15 + the spell’s level.
False Focus
You can use a divine focus to cast arcane spells.
Prerequisites: Knowledge (religion) 1 rank, ability
to cast arcane spells.
Benefit: By using a divine focus as part of
casting, you can cast any spell with a material
component costing the value of that divine focus
(maximum 100 gp) or less without needing that
component. For example, if you use a silver holy
symbol worth 25 gp, you do not have to provide
material components for an arcane spell if its
components are worth 25 gp or less. The casting
of the spell still provokes attacks of opportunity as
normal. If the spell requires a material component
that costs more than the value of the divine focus,
you must have the material component on hand to
cast the spell, as normal.
Normal: A divine focus has no effect when used as a
component in arcane spells.
Razmir
10
Variant Magic
Fleshwarping
hour or so, the subject’s body changes and transforms. After
an hour has passed, the subject takes a further 1d6 points
of Constitution drain (a DC 15 Fortitude save reduces this
to 1 point of Constitution drain). The fleshwarper must
then make a DC 20 Craft (alchemy) check—others who
aided in the creation of the fleshwarping agent can use the
aid another action to increase the primary fleshwarper’s
chances of success. If this Craft (alchemy) check fails, the
fleshwarping attempt fails as well and the subject emerges
from its horrific bath unchanged save for any Constitution
drain it has suffered. If the check is successful, the
fleshwarping transforms the subject into something else
entirely, and its Constitution drain is healed.
The nature of the transformation itself is generally left
to the GM’s imagination—in the case of drow fleshwarpers,
their methods reliably produce consistent results that
depend on the subject’s race. Drow universally become
driders, troglodytes become hulking reptilian monsters
called ghonhatines, humans become sluglike mutants
called grothluts, and elves become twisted and tentacled
abominations called irnakurses (see Pathfinder Adventure
Path #18 for more details on these horrors). Dwarves have
proven weirdly resistant to drow fleshwarping, but other
methods seem to work as well on them as anything else.
For non-drow fleshwarping, you can either build
entirely new statistics for the creature, you can apply the
fleshwarped template (below), or you can use the amalgam
creature template from Green Ronin’s Advanced Bestiary—
this method works particularly well if the fleshwarper
places two creatures into the same vat. Some believe that
methods such as these are what initially created monsters
like the bulette, the owlbear, or even the chimera.
Fleshwarping is the practice of completely altering a
creature’s physical and mental form by submerging it in
strange reagents that loosen the strictures of flesh and mind
and opens them to the manipulations of magic. The secrets
of fleshwarping have arisen independently in numerous
regions of the Inner Sea, from the laboratories of the drow
in Zirnakaynin to the constantly churning vats of Oenopion
in Nex. Certain demon cults, particularly those of Haagenti
and Lamashtu, have developed significant fleshwarping
traditions as well, and the aboleths have practiced similar
methods for eons. These methods have created countless
warped monstrosities over this time, of which driders are
perhaps the most well known and widespread.
The process for fleshwarping is partly magical and
partly alchemical, and requires the creation of a large
quantity of magical fluid that must be held within a
fleshwarping vat large enough to fully immerse the target.
This alchemical solution is expensive, difficult to create,
and expended after a single use on a target. The actual
ingredients of the alchemical solution include a number of
rare components combining various types of fungi, several
fully pulverized and destroyed oozes, poison from various
immense vermin, and many similar ingredients. The
exact details vary from culture to culture, further adjusted
by the nature of the changes the fleshwarper seeks to effect
upon his subject. Creating enough fleshwarping agent to
affect a single Medium or smaller creature costs 10,000
gp, takes 10 days of work, and requires the assistance of an
alchemist or at least one spellcaster who has both the Brew
Potion and Craft Wondrous Item feats.
Once the fleshwarping reagent is ready, the fleshwarper
must prepare the target by performing a number of
surgical and magical operations to ready the body and
mind. Often, tubes connected to pots of additional
substances are inserted into the target’s body. The entire
process is excruciatingly painful, and subjects who are
not volunteers must be physically restrained. Further
complicating the process is the simple fact that the subject
must be alive or undead—attempts to fleshwarp dead
bodies have to date met with failure. This invasive and
grisly period of preparation takes an additional 1d6 days—
each day the preparation continues, the subject takes 1d4
points of Constitution drain that cannot be magically
healed without ruining the preparation. Although a DC
15 Fortitude save reduces this Constitution drain to 1
point, many subjects still perish before the work is done.
Fleshwarpers tend to seek particularly healthy subjects for
the procedure as a result.
When the subject has been prepared, it is fitted with a
breathing tube and immersed fully in the fleshwarping
agent. Additional reagents costing not less than 2,500 gp
are added to the mixture, and over the course of the next
Fleshwarped
“Fleshwarped” is an acquired template that can be added
to any corporeal creature. The resulting creature retains
all of the base creature’s statistics and special abilities
except as noted here.
CR: +1, unless the fleshwarping weakens the creature’s
primary means of attacking and defending.
Special Abilities: A fleshwarped creature gains a single
special attack, defense, or quality chosen by its creator—
typically a physical ability, such as +2 to natural armor, a new
natural attack like a bite or a tentacle attack, a new movement
mode, a new sense, or an ability such as a breath weapon,
ferocity, or grab. The new ability should be comparable to
those of other monsters of the base creature’s CR.
Abilities: A fleshwarped creature gains a +4 bonus on one
ability score and a –4 penalty on two other ability scores, as
chosen by its creator.
Skills: The fleshwarped creature gains a +4 racial bonus
on any one Strength- or Dexterity-based skill, as chosen
by its creator.
11
21
Pathfinder Campaign Setting: Inner Sea Magic
Primal Magic
magic item, casts a spell, or uses a spell-like ability in
an area infused with primal magic, there’s a 50% chance
that the spell effect is replaced by a primal magic effect.
A spellcaster casting a spell, using a spell-like ability, or
activating a spell completion or spell trigger magic item
can make a concentration check (DC = 15 + twice the spell’s
level) to focus the magic and avoid triggering a primal
magic effect. Creatures activating other kinds of magic
items do not have the option of making a Spellcraft check
to avoid triggering a primal magic effect.
When a primal magic effect occurs naturally, it targets
a random creature or location in the vicinity around the
PCs or whatever region you wish to inflict the event upon.
When the effect occurs, you need to determine the CR
of the event. If the event is triggered by a spellcaster or
a magic item, the event’s CR is equal to the spellcaster’s
or item’s caster level. When an event occurs naturally,
you can roll 1d20 to determine the CR. Of course, you
should strongly consider lowering primal magic event
CRs to match or at least closely approximate the average
party level of your PCs. Not all primal magic events
are harmful, but it’s neither fun nor fair for players to
frequently be hit with an effect that’s too far beyond their
ability to deal with.
Primal magic events often linger for minutes, hours, or
even days. These effects can be dispelled via dispel magic
and similar spells. Treat the event’s CR as its caster level
in this case.
In the Sample Primal Magic Events table on page 13, the
abbreviation “CR” is used to indicate a mathematical value;
use the primal magic’s CR to set this number. For example,
a CR 11 primal magic event that lasts for “CR minutes
and affects an area with a radius of CR × 5 feet” lasts for 11
minutes and affects an area with a radius of 55 feet.
Magic is the lifeblood of Golarion. Yet in its raw form,
magic is not an ordered force—it is the all-encompassing
chaos of possibility. The same energies that can be shaped
to create explosive fireballs, raise the dead, divine the
future, heal the sick, and summon demons can do that
and more without the direction of skilled spellcasters.
Normally, this unfocused magical potential does not
exist in reality; it lies beyond reality, where it waits to be
tapped. Where exactly magic comes from remains a lively
debate today, but when magic is unleashed without any
attempt to focus it—when it leaks into the world in its raw
form—the result is known as primal magic.
In some realms, particularly in planes like the Maelstrom
or the Abyss in the Great Beyond, magic is left to indulge
in its raw chaos as it wishes—here, primal magic is often
called “wild magic.” On the Material Plane, the world
feels the touch of primal magic when the laws of reality
themselves have been damaged, as in the case of the Mana
Wastes, which lie between the nations of Nex and Geb.
Here, magic flows in unpredictable tides and currents. At
one moment, a region in the Mana Wastes might function
normally while at another, magic won’t function at all.
Usually, though, primal magic holds sway.
Manifestations of primal magic tend to build up
potential before they explode into existence. Just as a
thunderstorm doesn’t constantly lance the ground below
with a constant beam of lightning, these bolts manifest
periodically and almost randomly. And just as lightning
can be called with lightning rods, primal magic can be
purposefully or accidentally drawn out by utilizing magic
in areas where such energies are building.
When primal magic manifests, roll on the Sample
Primal Magic Events table on page 13 to determine
what occurs. As the primal magic exerts its power,
consider crossing off the effect that occurs and designing
replacement events and effects. If you want primal magic
to play a big role in your campaign, you should try to
ensure that no two effects are ever quite the same. One
easy way to achieve this is to simply substitute random
spell effects with unusual descriptions in place of normal
ones, such as a black fireball that smells of roses and deals
acid damage.
Spontaneous primal magic effects can occur in a
region like the Mana Wastes as often or as infrequently
as you wish, but as a general rule, try to limit the effects
to one per combat encounter at most. The majority of
primal magic effects should instead occur when creatures
activate magic items, use spell-like abilities, or cast
spells in such an area (simply carrying a magic item or
gaining the benefits of a constant-use item or spell effect
isn’t enough—it’s the actual act of activation or casting
that triggers primal magic). When a creature activates a
Unleashing Primal Magic
Areas affected by primal magic are like scars upon the
rugged f lesh of the world, invisibly and intangibly
overlaid on the fabric of reality. Generally, areas of
primal magic form in places aff licted by forces beyond
mortal control—areas scoured by godly wrath, breaches
between the planes, sites where powerful artifacts were
destroyed. In most of these instances, the primal magic
subsides as reality repairs itself, though it might take
a matter of weeks, years, or even centuries. In the cases
of extreme abuse, an area’s magical cohesiveness might
never recover, resulting in areas of permanent primal
magic. In general, the location of existing areas of primal
magic and the creation of new areas is left up to the GM,
but should always be the result of magic of extraordinary
force or of an arcane catastrophe of epic proportions. Such
should be encountered only rarely, allowing such sites to
retain their sense of danger and calamitous history.
12
Variant Magic
Sample Primal Magic Events
d%Effect
1–6
Creatures and objects within a radius equal to 5 × CR are drained of color for CR minutes. A gnome in this area must make a
DC 15 Will save to avoid being shaken by this effect for the duration of the loss of color. This is a mind-affecting fear effect.
7–10
A number of strangely colored centipedes (Pathfinder RPG Bestiary 43, Pathfinder RPG Bestiary 2 53) appear in the area—
these centipedes ignore non-spellcasters and attack only creatures capable of casting spells or using spell-like abilities. This
encounter should be a mix of centipedes that equals the CR of the primal magic event. The corpses of any slain centipedes
pivot until their heads point in the direction of the Pit of Gormuz.
11–14 Strange music fills the air for CR minutes. Possible choices include the following (roll 1d4): Ulfen battle chants, Chelish opera
arias, Desnan prayers, or Vudrani monastic chants. The music instills in those who hear it a strong urge to sing or dance
along. A creature who does so gains a +2 morale bonus on attack rolls and saving throws for the duration of the music.
15–18 A zone of unluck and a strange pale violet radiance equivalent to candlelight fills a CR × 5 foot radius for CR hours. All d20 rolls
made in this area must be rolled twice, taking the lower of the two rolls.
19–22 One creature’s body and all its possessions reverse into a mirror image of themselves. The binding of any book in its
possession is reversed, though the text within remains normal and legible. This effect is unusual but has no actual game
effect. Reversing this effect is possible via break enchantment, limited wish, miracle, polymorph any object, or wish.
23–26 A circular pit opens under the feet of a random target. The pit creates an extradimensional space in the ground, not an actual
pit. The pit is 10 feet deep per CR, but otherwise functions as create pit (Advanced Player’s Guide 213).
27–32 A rain of small objects (anything from flowers to rotten fruit) pelts an area with a radius equal to 5 × CR for CR rounds. This
strange hail is not harmful, but during this time all creatures in the area gain concealment and must make concentration
checks (DC 15 + the spell’s level) to cast spells.
33–38 Positive energy affects a number of creatures not to exceed CR in total. These creatures are affected by a heal spell (caster
level = CR).
39–44 Negative energy affects a number of creatures not to exceed CR in total. These creatures are affected by a harm spell (caster
level = CR).
45–48 An area with a radius of CR × 10 feet becomes utterly dark, as if from a deeper darkness spell.
49–54 The environment itself suddenly springs to life and attacks all non-elemental creatures in the immediate area. Treat this event as
an encounter with various elementals drawn from the immediate surroundings as appropriate, tailored to be an encounter of a CR
equal to that of the primal magic event.
55–62 Strange, shifting curtains of color, akin to an aurora borealis, manifest in the sky but are visible only to those in an area equal
to CR × 10 feet in radius. Every creature in this area must make a Will save (DC 10 + CR) or be dazed by the shifting colors
for 1 round. The colors persist for 1 round per CR. Creatures must make a new save each round to avoid becoming dazed.
This is a mind-affecting pattern effect.
63–68 A random number of creatures not to exceed the event’s CR become confused unless they succeed at a Will save (DC = 10 +
CR). For each affected creature, this effect persists until that creature’s confusion effect results in “act normally,” at which
point the effect ends for the creature. This is a mind-affecting effect.
69–74 A storm of energy (with an equal chances of being acid, cold, electricity, or fire) sweeps through the area in a CR × 5-footradius spread. Each round, the storm inflicts 2 hit points of damage per CR; a Reflex save (DC 10 + CR) halves the damage
done. The storm persists for CR rounds.
75–78 Strange telekinetic forces rip through the area, attempting to trip all creatures in a CR × 10 foot radius. The event makes a
trip combat maneuver check against all available targets, using a CMB of 10 + CR. Any creature tripped by the event has its
equipment reorganized and tangled by the mischievous telekinesis. Until a creature takes a minute to reorganize its belongings,
retrieving a stowed item is a full-round action.
79–88 Choose two random creatures in the area, then randomly pick one to be the “wielder” and one to be the “target.” Roll on
the rod of wonder table (Core Rulebook 489) to determine what sort of strange effect occurs between these two creatures.
89–94 A teleportation storm occurs. All creatures in the area must make a Will saving throw (DC = 10 + CR). Those who fail are
teleported, as if via dimension door, so that they randomly shift places. If this places a creature in an area too small to accept
its space, it instead appears in the closest adjacent space that can contain it. If only one creature is affected, it teleports a
number of feet equal to CR × 5 in a random direction.
95–98A magic jar-like effect affects two creatures. A Will save (DC = 10 + CR) negates the effect. If one creature fails this save but
the other succeeds, the creature that fails the save is merely stunned for 1d4 rounds. If both creatures fail the save, their
minds are switched into each other’s bodies for a number of rounds equal to the event’s CR.
99–100 Roll twice, discounting results of 99–100. Both events generated by these rolls occur simultaneously.
13
21
Pathfinder Campaign Setting: Inner Sea Magic
Riffle Scrolls
riffle scroll is a wondrous item that holds the power of a
single spell. Each riffle scroll is a thin booklet, similar in
shape to a chapbook (but somewhat smaller), containing
25 to 50 pages of eldritch symbols. When held between
thumb and forefinger and riffled through in a quick
manner, the motion of the pages turning activates the
magic within, simultaneously completing casting of the
spell and erasing the booklet.
A riffle scroll uses spell completion as its activation type,
just as do normal scrolls. Characters who cannot cast the
spell contained in a riffle scroll must rely on Use Magic
Device to activate the magic held within. Riffle scrolls are
treated exactly as scrolls for the purposes of deciphering
the writing, activating the spell, and determining its
effects (including the chances for mishaps), save for the
fact that riffle scrolls do not require verbal components—
they automatically function as if they were cast using
the Silent Spell metamagic feat. Activating a riffle scroll
provokes attacks of opportunity just like casting a spell.
Magical silence does not interfere with using a riffle scroll.
Activating a riffle scroll requires one free hand. A riffle scroll
uses the normal casting time for the inscribed spell,
even if the user or creator is of a class that has increased
casting times when using metamagic effects.
Riffle scrolls are somewhat heavier than normal scrolls;
a single riffle scroll weighs 1 pound. Each riffle scroll has an
AC of 9, 5 hit points, hardness 0, and a break DC of 10.
Riffle scrolls cannot be kept in standard scroll tubes; they
are normally transported in flat leather cases or boxes
similar to containers used to transport books.
Riffle scrolls can be created by any spellcaster who
has the Scribe Scroll and Silent Spell feats. Scribing a
riffle scroll is more time-consuming and expensive than
scribing normal scrolls because of the greater number
of pages and more complex magic involved. A riffle scroll’s
market price is equal to the spell level × the caster’s level ×
25 gp—but note that only spells that have been modified
by the Silent Spell metamagic feat can be crafted into
riffle scrolls. This affects the spell’s effective spell level
for the purposes of determining the riffle scroll’s price.
Effectively, a riffle scroll costs about the same as a normal
scroll of one spell level higher. This also means that
9th-level spells cannot be made into riffle scrolls, because
there are no 10th-level spell slots. Abilities that reduce
the level adjustment of the Silent Spell feat do not affect
riffle scrolls.
To scribe a riffle scroll, you must use up raw materials
costing half of its market price. Scribing a riffle scroll
takes 1 day for each 1,000 gp in its base price, with a
minimum of 1 day of work. Although an individual riffle
scroll might contain more than one spell, each spell must
be scribed as a separate effort, meaning that no more
than 1 spell can be scribed in a day.
Although details of this antiquated method of crafting
scrolls were once long buried in an obscure library in
Ustalav, the secrets of crafting riffle scrolls were recently
rediscovered by Chelish Pathfinder Varian Jeggare.
Happily, he found the crafting and use of these scrolllike devices a handy remedy for the crippling nausea he
normally suffered whenever he cast a spell. The secrets
of this magic’s rediscovery and details of its use are fully
detailed in the Pathfinder Tales novel Prince of Wolves.
A riffle scroll is similar to a standard scroll, but its
methods of activation and shape are quite different. A
Varian Jeggare
14
Variant Magic
Shadowcasting
save negates the entangle effect. If the spell does not
normally allow a save, a creature can make a Reflex save (DC
= the spell’s DC if it had a saving throw) to negate the effect.
If the spell allows spell resistance, failing to overcome a
creature’s spell resistance means it is not entangled.
An entangled creature remains so as long as it is in the
area of the spell and for 1 round after it leaves. A creature
that leaves and reenters the area must make a new saving
throw to avoid becoming entangled. Creatures that succeed
at a save to resist being entangled do not have to make
additional saves if they stay within the darkened area.
You are never impeded by the effects of your spells
modified by this feat. A Shadow Grasp spell uses up a slot
one level higher than the spell’s actual level.
Protection from the dark times of Earthfall was but one
of Zon-Kuthon’s “gifts” to the terrified people of Nidal.
To ensure the grip of his Umbral Court would remain
forever unbroken, the Midnight Lord bequeathed to his
mortal servants the secrets of blending shadow and magic.
Though most shadowcasters practice wizardry (and
indeed, wizards can choose the shadowcaster archetype
if they wish to fully embrace this style of magic—see page
39), Zon-Kuthon’s gifts can be used by any spellcasting
tradition. Beyond the borders of Nidal, cabals practicing
shadow magic haunt the fringes of Galt and Taldor, some
in service of the Midnight Lord, and others serving only
their own lust for power.
The traditions of shadowcasting utilize the following
feats to enhance magical effects.
Tenebrous Spell (Metamagic)
You blend shadow into your spells, increasing their
efficacy at the price of susceptibility to light.
Benefit: When you cast a tenebrous spell in darkness
or dim light, the spell’s effective caster level and any
associated save DCs are increased by 1. Any attempts at
dispelling a tenebrous spell in darkness or dim light take
a –2 penalty on the dispel check.
Casting a tenebrous spell in bright light is difficult,
and requires a concentration check (DC 15 + twice the
tenebrous spell’s effective spell level). Attempts to dispel
a tenebrous spell in bright light gain a +4 bonus on the
dispel check.
You cannot use this feat on spells with the light
descriptor. A tenebrous spell uses up a spell slot one level
higher than the spell’s actual level, except in the case of
spells with the darkness or shadow descriptor or of the
illusion (shadow) subschool; this feat does not change the
effective level of those spells (but still counts as using a
metamagic feat for all other purposes).
Shadow Gambit
You can tap into the Plane of Shadow to momentarily lend
reality to one of your illusion (figment) spells.
Prerequisites: Spell Focus (illusion), caster level 5th.
Benefit: As a standard action, you can draw upon
energies from the Plane of Shadow to cause an ongoing
figment spell you cast to damage a foe as if the illusion
were real. The illusion must be one you retain ongoing
control of, such as minor image, and the target must be
both visible to you and within or adjacent to the area
of your illusion. Using this feat immediately ends the
figment’s duration.
You must either make a melee touch attack or give the
target a saving throw (Fortitude or Reflex) to resist the
damage (see below). If you choose a melee touch attack,
you use your own melee touch attack bonus, and if you
miss, the spell deals no damage. If you choose to allow
the target a saving throw, a successful save means it takes
half damage. The shadowy attack deals 1d6 points of
damage per spell level. If the target disbelieves or sees
through the illusion, reduce the damage by half.
The shadowy attack can deal acid, bludgeoning, cold,
electricity, fire, piercing, or slashing damage, but the
damage must be appropriate to the illusion. For example,
an illusory wall that collapses deals bludgeoning damage
with a Fortitude save for half, an illusory swordsman
strikes with a melee touch attack deals slashing damage,
and an illusory wall of fire deals fire damage with a Reflex
save for half.
Umbral Spell (Metamagic)
Targets of your darkness spells radiate darkness.
Prerequisite: Tenebrous Spell.
Benefit: An umbral spell gains the darkness descriptor.
As long as the spell is in effect, the creature or object
affected radiates darkness in a 10-foot radius, reducing
illumination similar to the effects of the darkness spell.
Nonmagical sources of light, such as torches or lanterns,
do not increase the light level in this area. Magical light
sources only increase the light level in an area affected
by an umbral spell if they are of a higher level than the
umbral spell’s unmodified spell level. This effect does
not stack with itself or with any other effect that creates
darkness. An umbral spell uses up a spell slot two levels
higher than the spell’s actual level.
You cannot use this feat on a spell with an instantaneous
duration or a spell that does not target a creature or object.
Shadow Grasp (Metamagic)
Your darkness spells have substance and bind your foes.
Prerequisites: Tenebrous Spell, Umbral Spell.
Benefit: When you cast a spell with the darkness
descriptor that affects an area, creatures in the area are
entangled. If the spell allows a saving throw, a successful
15
21
Pathfinder Campaign Setting: Inner Sea Magic
Tattoo Magic
DESCRIPTION
Though known to almost any culture that practices
ritual tattooing, tattoo magic is most often employed by
Varisian spellcasters. Their tattooed sorcerers bind magic
into intricate patterns upon their flesh, and even awaken
tattoos into sentient art (details on the tattooed sorcerer
archetype can be found on page 40). Yet the wonders of
tattoo magic are not limited to sorcerers—any spellcaster
can craft magical tattoos, given the proper training.
A caster’s tattoo is infused with potential magical energy that
aids in casting spells that normally utilize verbal and somatic
components. Once per day, a spellcaster may activate her
caster’s tattoo as a swift action to automatically enhance the
next spell she casts in that round with both the Still Spell and
Silent Spell feats. When she casts the spell, the caster’s tattoo
flares with light for a moment, then grows faint and faded—it
replenishes its energy in 24 hours, after which it becomes
bold and colorful and can be used again. Required material
components or foci must be in the creature’s possession to
cast the spell (and are consumed as normal), but need not be
held when the spell is cast.
Caster’s tattoos are available in lesser, standard, and greater
versions, allowing the modified casting of a spell of up to 3rd
level, 6th level, or 9th level respectively.
Inscribe Magical Tattoo (Item Creation)
You can craft magical tattoos.
Prerequisites: Craft (calligraphy, paintings, or tattoos)
5 ranks, caster level 5th.
Benefit: You can create magical tattoos, magic items
inked directly into the flesh of a willing or helpless
creature. Both you and the recipient of the tattoo (if the
recipient is not yourself ) must be present during the
entire tattooing process. Magic tattoos must be placed
on a part of the body normally able to hold a magic item
slot, but they do not count against or interfere with magic
items worn on those slots. A single slot can only hold one
magical tattoo (nonmagical tattoos and tattoos acquired
from the tattooed sorcerer archetype do not count against
this limit). Tattoos may be inscribed on the following
slots: belt, body, chest, feet, hands, head, neck, shoulder,
ring (up to two), or wrist. They cannot be inscribed on
armor, eye, headband, or shield slots.
Magical tattoos are difficult to destroy, though they
count as magic items for the purposes of dispel magic.
The spell erase can permanently destroy a magical tattoo,
but the bearer of the tattoo can resist the spell with a
Will save, in addition to the caster needing to make a
successful caster level check to erase the tattoo. Physically
removing a magical tattoo with a sharp instrument or
defacing it with fire or acid can destroy it as well. Doing
so is a full-round action that not only requires the target
to be willing or helpless, but also provokes attacks of
opportunity. At least 2 points of damage per caster level
of the tattoo must be dealt to destroy a magical tattoo in
this manner.
Magical tattoos follow the rules for magic item creation
as though they were wondrous items, except that they can
use the Craft (calligraphy, paintings, tattoos) skill. New
magical tattoos can be researched and designed using the
guidelines for pricing new magic items. Magical tattoos
are treated as slotless magical items for pricing purposes.
CONSTRUCTION
Requirements Inscribe Magical Tattoo, Silent Spell, Still Spell;
Cost 3,000 gp (lesser), 10,500 gp (normal), 24,000 gp (greater)
Reservoir Tattoo
Aura moderate transmutation; CL 7th
Slot none; Price 10,000 gp
DESCRIPTION
Once per day as a standard action, the bearer can transfer
into the tattoo an ongoing single-target spell (of up to 3rd
level). The spell must be one the bearer cast on itself. While
stored in the tattoo, the spell’s effects are suppressed, and
the spell’s duration is similarly suspended. As a standard
action, the bearer can bring the spell back into effect on itself.
Spells stored in reservoir tattoos are lost when the bearer next
prepares spells.
CONSTRUCTION
Requirements Inscribe Magical Tattoo; Cost 5,000 gp
Spell Tattoo
Aura varies; CL varies
Slot none; Price varies
DESCRIPTION
A spell tattoo is essentially a wearable scroll inscribed on flesh
instead of on parchment or vellum. These tattoos appear as
colorful and intricate patterns rather than magical writing.
The tattoo is a silent, spell completion item that only the
bearer can activate. It vanishes when activated. A spell tattoo
must be visible to the bearer and must be touched as part of its
activation. These magical tattoos are not normally placed on
the head, neck, or back as a result, since most creatures would
require mirrors to activate them. A spell tattoo’s aura and
caster level varies as per the scroll it emulates. A spell tattoo
has a market price four times as much as an equivalent scroll.
Caster’s Tattoo
Aura faint (lesser), moderate (normal), or strong (greater)
evocation; CL 5th (lesser), 11th (normal), or 17th (greater)
Slot none; Price 6,000 gp (lesser), 21,000 gp (normal), 48,000
gp (greater)
CONSTRUCTION
Requirements Inscribe Magical Tattoo, the spell to be
inscribed; Cost varies
16
Variant Magic
Thassilonian Magic
the wizard to cast that spell twice (as he has prepared the
spell twice). The wizard cannot use these slots to prepare
two different spells, even if they are of the school he is
specialized in.
Restrictions: A Thassilonian specialist does not get to
customize his choice for opposition schools—that choice is
selected for him when he chooses his specialization. These
restrictions are more significant than those most wizards
follow, and are known as prohibited schools. A Thassilonian
wizard can never prepare a spell that is in one of his
prohibited schools—he treats these spells as if they were
not on the wizard spell list. If using a spell trigger or spell
completion item to cast a spell from one of his prohibited
schools, he must use the Use Magic Device skill to do so.
While the concept of wizard specializations along the
classically recognized schools of magic certainly dates
back to the time of Azlant, and perhaps beyond into the
dim recesses of time before humanity rose to prominence,
it was the runelords of Thassilon who explored school
specialization to its full extreme.
Focusing their research on the discovery that each school
of magic was opposed by two specific opposition schools,
the runelords developed methods of further enhancing
their mastery over their chosen arcane specialties.
Essentially, they defined these seven schools as much by
what they couldn’t do as by what they could. By excising
“impurities” introduced by fixed oppositional schools,
they traded arcane versatility for greater strength in their
chosen fields. The seven schools of Thassilonian Magic
are presented here.
Envy (Abjuration): The art of suppressing magic other
than your own. Prohibited Schools: evocation, necromancy.
Gluttony (Necromancy): Magic that manipulates the
physical body to provide for an unending hunger for life.
Prohibited Schools: abjuration, enchantment.
Greed (Transmutation): Magically transforming things
into objects of greater value or utility, and enhancing the
physical self. Prohibited Schools: enchantment, illusion.
Lust (Enchantment): Magically controlling and
dominating other creatures to satisfy your desires, and
manipulating others’ minds, emotions, and wills. Prohibited
Schools: necromancy, transmutation.
Pride (Illusion): Perfecting your own appearance and
domain through trickery and illusions. Prohibited Schools:
conjuration, transmutation.
Sloth (Conjuration): Calling agents
and minions to perform
your deeds for you, or
creating what you need
as you need it. Prohibited Schools:
evocation, illusion.
Wrath (Evocation): Mastery of the raw destructive
power of magic, and channeling those destructive forces.
Prohibited Schools: abjuration, conjuration.
Thassilonian Specialists
Only wizards can truly follow the ancient philosophies
created by Thassilon’s runelords, for only wizards have the
capability to specialize in a school of magic.
The choice to specialize in a Thassilonian school of magic
must be made when a character first becomes a wizard.
Once the choice to do so is made, it cannot be changed.
Benefits: A Thassilonian specialist wizard receives two
additional spell slots of each spell level he can cast. These
bonus spell slots must both be used to prepare the same
spell from the wizard’s school of specialization, allowing
Sorshen
17
21
Pathfinder Campaign Setting: Inner Sea Magic
Magic Schools
18
Magic Schools
T
Benefits of Education
he Inner Sea and the lands beyond it are home to
numerous schools, organizations, and societies
devoted to the study of magic. For the purposes of
this chapter, the phrase “magic school” is used as a catchall to cover four broad categories of institutions.
Academy: Academies are schools that focus on various
forms of arcane magic, particularly on history, theory,
research, warfare, exploration, and the like.
Guild: Guilds are generally focused on the application
of magic rather than the theories behind it. A guild teaches
practical methods of using magic.
Monastery: A monastery is a religious institution where
worshipers of a specific deity (or number of deities) can go to
study magic as it pertains to matters of faith and philosophy.
Secret Society: This final category includes groups that
use magic to aid in achieving hidden goals.
A student’s Fame score represents her status within her
school. For every 10 points of Fame, a student gains a
cumulative +1 bonus on Diplomacy checks made against
members of that school. A student’s Prestige Points (PP)
ref lect the goodwill, research grants, and personal favors
built up during her education. These points, when spent,
are spent permanently. The sidebar on page 27 lists several
generic awards that any member of any school may purchase
with her Prestige Points. Each specific school detailed on
the following pages lists a few more specific awards that are
available only for members. Fame is not expended—when a
reward lists only a required Fame score, a student receives
the reward upon reaching that level of Fame.
Students may not spend Prestige Points during combat,
and must spend them while at school or otherwise able
to contact school representatives. Students may not pool
Prestige Points to obtain more expensive rewards, but they
may spend Prestige Points even if they are dead, petrified,
or otherwise out of commission. This represents the
student having made prior arrangements with her school to
perform certain actions on her behalf, such as recovering her
dead body and returning it to a specific location or having
it raised from the dead. In this event, the student’s actual
location does not impact the Prestige Point cost at all.
Joining a School
In order to join a school, a character must pay an entrance
fee and pass an entrance exam by successfully making a
skill check, as determined by the school. One attempt to
enter a school can be made per two semesters (a length of
time that varies according to each school). Once a character
is enrolled, he must pay a monthly tuition or tithe to remain
in school until his Fame score reaches a high enough point
that he gains the option to join the school’s staff. These
costs, skills, and Fame score requirements vary per school
(see the following pages).
The benefits of belonging to a magic school are similar
to those granted by a faction, save that a character doesn’t
increase his standing in a school by succeeding on missions
related to the school’s goals. Instead, he makes periodic skill
checks or complete other tasks to advance his standing in
the school. Schools periodically reward “extracurricular”
activities such as research, travelling, and adventuring—
these are noted on the following pages as appropriate, but
are typically left to the GM to develop as adventures.
Schools conduct regular testing and offer tasks that grant
their students opportunities to increase their fame and
education in the school. A character’s Fame score tracks how
successful he is in his schooling. A low Fame score indicates
he’s a new or a struggling student, while a particularly high
one could mean he actually becomes a teacher for the school
or are a favored alumnus. To increase his Fame score in a
school, he must either make Education checks (a skill check
with a DC of 15 + his current ranks in that skill) at points
during a semester (see page 21), or perform a specific task or
other extracurricular activity for the school. A character’s
Fame score increases by +1 every time he successfully makes
a Education check or performs a task for his school. Every
time a character’s Fame score increases, he earns an equal
number of Prestige Points. The methods by which he earns
opportunities to make Education checks vary by school.
Skill Specialization
Many of the prestige awards and recognitions that magic
school members purchase allow a character to become
specialized in a skill. When a PC becomes specialized in a
skill, that skill immediately becomes a class skill for him.
If the student gains that skill as a class skill from any other
source (before or after purchasing the prestige resource),
he gains a +1 competence bonus on those skill checks.
Leaving School
A student can leave his school at any time by simply alerting his
superiors at the school. If a student fails to pay tuition or tithes
when they are due, or performs some act that scandalizes
or otherwise harms the school’s reputation (based on the
GM’s interpretation of the act), he is expelled from school
and his Fame score and Prestige Points are both reduced by
2d6. Flunking out (failing a number consecutive Education
checks as set by the school) also results in expulsion.
Once a student leaves a school, he can no longer spend
Prestige Points on that school’s benefits. If he was expelled,
he might even lose access to some of the advantages and
boons he had already acquired from the school, at the
GM’s discretion. A student can return to a school he left
voluntarily by paying the entrance fee again. A student who
was expelled must also make a Diplomacy check (DC = 20 +
the student’s current Fame score) to get back into the school.
This Diplomacy check can be attempted once per year.
19
31
Pathfinder Campaign Setting: Inner Sea Magic
Academies
Special Every time you fail an Education check at this
dangerous school, you take some form of damage from a
failed experiment or an uncontrolled summons run amok.
Typically, this damage manifests as 1d6 points of damage
per character level, but it could manifest in other ways
as the GM sees fit (such as a one-on-one combat against
a summoned monster, 1d6 points of ability score drain,
a curse, and so on). Students can never flunk out of the
Acadamae—but those who fail too many Education checks
eventually vanish, die, or suffer worse fates.
Magic academies tend to focus primarily on research,
theory, history, and debate. Many spellcasters attend
academies in order to bolster their powers and become
better adventurers, while others do so in order to prepare
for a guild or even a secret society membership. Some
attend academies simply from a joy of learning, and may
desire nothing more than to become part of the academy’s
staff and tradition.
Academies appeal primarily to arcane spellcasters,
particularly those who must prepare their spells (like magi,
wizards, and witches), although these schools are open to
any who can pass the entrance exam and pay the fees.
As the Fame scores of students of an academy increase,
they gain the following rewards.
Library Access (5 Fame): You have earned the right
to research among the academy’s special collections
and secure libraries. A day of research grants you a +2
circumstance bonus on any one Knowledge skill check.
Senior Student (20 Fame): You are a senior student, and
may purchase potions, scrolls, and wands from the city in
which the academy is located (or the closest small city if
the academy is located in a smaller settlement than that)
at a 10% discount.
Professor’s Assistant (35 Fame): You assist a professor of
your choice in teaching her classes. You are now specialized
in Knowledge (arcana) and Spellcraft, and can recruit a
student to aid you in research when you use the academy
library, which increases the circumstance bonus you gain
from library access to +4.
Full Professor (50 Fame): You are hired by the academy
to serve as a professor. You no longer need to pay tuition.
Every time you would normally pay tuition, you instead
earn that amount of gold as your salary.
EXTRACURRICULAR TASKS
Breaching Festival Assistant (+2 Fame) Once per year, you
may aid in preparing for that year’s Breaching Festival (an
Acadamae tradition in which brave contestants attempt to
break into the school’s infamous Hall of Wards).
Breaching Festival Survivor (+5 or +20 Fame) If you survive
the Breaching Festival, your Fame score increases by +5. If
you actually win the Breaching Festival, your Fame score
increases by +20. (The Breaching Festival itself is fully
detailed in Pathfinder Module: Academy of Secrets.)
Donate Conjuration Item (+1 Fame) Once per semester, if
you donate a magic item that radiates conjuration magic to
the Acadamae, your Fame score increases by+1. The item
donated must be worth at least 1,000 gp per point of Fame
you currently possess.
AWARDS
Favorite Summons (5 PP) Pick a creature you can summon
with a summon monster spell you can cast. You have learned
how to summon a more powerful version of that creature.
By adding powdered gemstones worth 100 gp per spell level
as an additional material component when you cast this
spell and summon this monster, you grant the summoned
monster the advanced creature simple template.
Imp Minion (20 Fame, 5 PP) You gain an imp minion that will
serve you for 10 minutes per level per day. You must cast a
summon monster spell to summon your imp minion—this
special casting of summon monster does not summon any
other monsters when you cast it in this way, but you can
choose your imp minion as a favorite summons.
Summoning Specialization (3 PP) Add a new creature to the
list of options available to any summon monster spell you
know. The new creature must be of a comparable CR to
the other creatures available for that spell to summon, and
you must have GM approval for the creature you add to
your list.
Specific Academies
The following academies represent three of the most
prestigious institutions of magical learning found in the
Inner Sea region.
Acadamae
This dangerous school promotes study of the various schools of
magic, with a particular focus on conjuration.
Location Korvosa (Varisia)
REQUIREMENTS
Entrance Fee none
Entrance Exam DC 20 Knowledge (arcana) check
Tuition 100 gp/semester
Arcanamirium
The largest and most respected school of arcane magic in the
Inner Sea region, established by exiled arclords of Nex, focuses
on the study of “practical magic.”
Location Absalom
EDUCATION
Education Checks Knowledge (arcana), Knowledge (planes),
Spellcraft (see special)
Semester 3 months
Flunk none (see special)
REQUIREMENTS
Entrance Fee 50 gp
20
Magic Schools
Entrance Exam DC 17 Knowledge (arcana) check
Tuition 200 gp/semester
About Semesters
Every school functions on what are known as “semesters.”
You can make one Education check (using a skill chosen
from your school’s Education check options) per semester.
A semester’s actual in-game duration varies from school
to school, and you shouldn’t hesitate to further adjust a
school’s semester length to match the speed at which
time passes in your campaign. As a general rule, a student
should be able to attempt 4 to 6 Education checks per
character level, so if in your game characters gain levels
at a much accelerated or much slowed rate, you should
adjust the length of a semester accordingly. One relatively
simple way to hand-wave semesters is to simply treat each
game session, no matter how much time passes during
that session, as a “semester,” and allow characters
in schools an Education check at the end of each
game session. You can also simply tie these checks
to character level, and allow characters to make
5 Education checks all at once every time they
level up.
EDUCATION
Education Check Knowledge (any), Linguistics, Spellcraft
Semester 6 months
Flunk 4 consecutive failed Education checks
EXTRACURRICULAR TASKS
Sponsor (+1 Fame) Once per semester, you can sponsor a
student’s tuition by paying her tuition for that semester (200
gp). You can only sponsor a student once per year, and even
then only if your Fame score is lower than 30.
AWARDS
Commission Magic Item (2 PP) You can commission the
crafting of a magic item using Arcanamirium contacts and
allies. Doing so reduces the time needed for the item to be
crafted by 1d3 days (minimum of 1 day to craft an item)
and reduces the total cost of the item by 10%.
Research Grant (20 Fame, 5 PP) The Arcanamirium
helps pay for a magic spell or magic item you
wish to create. The total cost of the research or
item creation is reduced by 25%.
Scholar (2 PP) Your studies have paid off.
You become specialized in one of the
following skills: Knowledge
(arcana), Knowledge (planes),
Linguistics, Spellcraft, or Use
Magic Device.
EXTRACURRICULAR TASKS
Oral Tradition (+1 Fame) Once per
year, you can spend a month teaching
and reciting the school’s history
and discoveries to keep important
and relevant information in the
memories of its current students.
NOTE
If you’re using these rules for magic
schools in your game, you should use this
version of the Arcanamirium in place of the
version presented in the Faction Guide.
AWARDS
Magaambya
Founded by legendary wizard
Old-Mage Jatembe, this is
the oldest surviving and still
operating academy in the Inner
Sea region.
Location Nantambu
(Mwangi Expanse)
REQUIREMENTS
Entrance Fee 50 gp
Entrance Exam DC 14
Knowledge (arcana) check
Tuition 20 gp/semester
EDUCATION
Education Check Knowledge
(arcana), Knowledge (history),
Knowledge (nature), Spellcraft
Semester 4 months
Flunk 6 consecutive failed
Education checks
Arcanamirium Student
21
Ancient Mwangi Magic (4 PP) You
gain access to an arcane version of a
druid spell. This spell is two levels
higher than its druid version. You
must be able to cast spells of that
level in order to learn the spell.
If you prepare arcane spells,
this new spell is recorded
in your spellbook or
learned by your familiar as
is appropriate. If you cast
arcane spells spontaneously,
this new spell replaces a
spell you already know of
the appropriate spell slot.
Diplomatic Student (1 PP)
Your skills are part of the
reason why the city of
Nantambu has remained
safe, even in the violent shadow
of the Gorilla King. You become
specialized in Diplomacy.
31
Pathfinder Campaign Setting: Inner Sea Magic
Guild
class (including the number of spells you know and can
cast per day) by +1, to a maximum caster level equal to
your total Hit Dice. Single-classed spellcasters should
still pick a class to which this bonus applies, since this
bonus is retroactive.
Senior Guild Member (20 Fame): You have become a
senior member of the guild. Select a category of magic item
(such as magic armor, magic weapon, rod, or staff ) that
has an association with your guild (if no association seems
appropriate, select wondrous item). Using guild contacts,
you can gain a 10% bonus on the amount of money you
make selling these items.
Esoteric Training (35 Fame): The bonus to caster level
you gain from Eclectic Training increases to +3 (but is still
limited by your total Hit Dice). You may select a second
spellcasting class to gain a +1 bonus to effective
caster level.
Guildmaster (50 Fame): You become one
of the masters of your guild, and no longer
need to pay tuition—every time you would
normally pay tuition, you instead earn that
amount of gold as your salary.
Spellcaster guilds are superficially similar to academies in
that their members work together and trade knowledge to
better the group overall. Alchemists, bards, multiclassed
spellcasters, and spellcasters who specialize in item creation
are the primary members of guilds.
As guild students increase in fame, they gain the
following rewards.
Eclectic Training (5 Fame): Guilds
often require members to master and
train in different subjects. When
your Fame score in a guild reaches
5, choose one spellcasting class you
have at least 1 level in—you increase
your effective caster level in that
Specific Guilds
The following represent several of the most
successful and well-known guilds operating in
the Inner Sea region.
Kintargo Opera House
Growing swiftly and welcoming non-Chelish students,
this Chelish opera house is building a dangerous reputation for
fostering “ free thinkers.”
Location Kintargo (Cheliax)
REQUIREMENTS
Entrance Fee 500 gp
Entrance Exam DC 17 Perform (sing) check
Tuition 200 gp/semester
EDUCATION
Education Check Bluff, Diplomacy, Linguistics, Knowledge
(nobility), Perform (any)
Semester 6 months
Flunk 3 consecutive failed Education checks
EXTRACURRICULAR TASKS
Troublemaker (+1 Fame) By taking a risky mission to gather
blackmail material on a noble, learn a secret guarded by
the government, or otherwise perform some minor act of
resistance against either the House of Thrune or the church
of Asmodeus, your Fame score increases by +1.
AWARDS
Idolized (5 PP) You’ve built your glamour, fashion, confidence,
and sex appeal to a point where it’s not only unmistakable,
it can almost be thought of as a weapon. You gain a +2
bonus on Bluff and Diplomacy checks. Treat your caster
White Grotto Student
22
Magic Schools
level as 1 higher for the purposes of determining the
duration of any enchantment spell you cast.
Projection (5 PP) You’ve learned how to project your voice
with authority, which even strengthens certain spells that
you cast. For any language-dependant or sonic spell that
has a range greater than personal or touch, treat your
caster level as 2 higher for the purposes of determining
your maximum range.
Virtuoso (50 Fame, 10 PP) You have become a diva, idol,
or star performer, or otherwise achieved a level of fame
that even your fellow performers are jealous of. Your self
confidence gives you a permanent +2 morale bonus on all
Will saving throws against mind-affecting effects.
Tuition 100 gp/semester
EDUCATION
Education Check Craft (alchemy), Knowledge (local),
Knowledge (nature), Stealth, Survival
Semester 4 months
Flunk 4 consecutive failed Education checks
EXTRACURRICULAR TASKS
Poisoning Mission (+1 Fame) Once per semester, you can
undertake a mission to assassinate a target with poison.
This can either be a target that the guild assigns to you, or
a target of opportunity the guild asks you to take out based
on their knowledge of your current adventuring goals.
AWARDS
Discounted Poisons (10 Fame, 2 PP) Once this award
is purchased, you gain a 10% discount on all poisons
purchased in the River Kingdoms.
Poison Immunity (5 PP) Pick a type of poison. You are now
immune to that specific kind of poison.
Oenopion Fleshforges
Strange new soldiers are alchemically and magically constructed
in the experimental laboratories of the Oenopion Fleshforges.
Location Oenopion (Nex)
REQUIREMENTS
White Grotto
Entrance Fee 200 gp
Entrance Exam DC 15 Craft (alchemy) check
Tuition 100 gp/semester
The White Grotto is the premier bardic college in Absalom, a guild
where one can learn the arts of using magic to enhance all forms
of entertainment.
Location Absalom
EDUCATION
Education Check Craft (alchemy), Heal, Knowledge (arcana),
Spellcraft
Semester 6 months
Flunk 3 consecutive failed Education checks
REQUIREMENTS
Entrance Fee 50 gp
Entrance Exam DC 15 Perform (any) check
Tuition 50 gp/semester
EXTRACURRICULAR TASKS
Volunteer (+1 Fame) You may volunteer once per semester
to serve as the subject of a fleshforge experiment, so long
as your Fame score is lower than 15 (the fleshforges aren’t
interested in risking the life of someone more important).
The experiment takes 1d6 days, and deals 1d6 points of
ability damage (determined randomly) each day.
EDUCATION
Education Check Acrobatics, Bluff, Knowledge (local), Perform
(any), Sleight of Hand
Semester 4 months
Flunk 4 consecutive failed Education checks
EXTRACURRICULAR TASKS
Grotto Performance (+1 Fame) Up to once per semester, you
may put on a performance of your choice to benefit the
White Grotto and spread its fame. If you successfully make
a Perform check (DC = 10 + your current Fame score), you
successfully impress the audience, and your Fame score
increases by +1.
AWARDS
Enhancement (30 Fame, 20 PP) Once your Fame score reaches
30, you earn the right to undergo a special ritual made
available to members of the fleshforges in good standing. It
allows you to permanently reduce any ability score of your
choice by 2 points in order to gain a +2 inherent bonus to
any other ability score of your choice. You can only gain the
benefits of this ritual once.
Surgeon (1 PP) You excel at keeping subjects alive even
during the most difficult of fleshforgings. You become
specialized in Heal.
AWARDS
Lingering Illusions (2 PP) You’ve mastered a method that
allows some of your illusions to persist for longer than
normal. Any illusion spell you cast that has a duration that
requires concentration lasts for 1 additional round after you
cease concentrating on the illusion.
Hidden Wand (30 Fame, 2 PP) You’ve trained under the
philosophy that performances enhanced by magic are best
when the magical enhancement itself is not obvious. When
you activate a wand (or any similar spell trigger item that’s
relatively easy to conceal), you may make a Bluff check
(opposed by the Perception check of any creature able to
see you) to conceal the use of the item.
Poisoner’s Guild
One of Daggermark’s most powerful and notorious guilds, the
Poisoner’s Guild is led by Tragshi the Herbalist.
Location Daggermark (River Kingdoms)
REQUIREMENTS
Entrance Fee 500 gp
Entrance Exam DC 20 Craft (alchemy) check
23
31
Pathfinder Campaign Setting: Inner Sea Magic
Monastery
Entrance Exam DC 14 Knowledge (religion) check
Tuition 50 gp/semester
Though divine instruction is often handled in churches and
chapels, it is within the walls of the Inner Sea’s monasteries
that many of the truest secrets of divine magic are taught to
those who seek something more in their faith.
As students of a monastery increase their fame, they gain
the following rewards. Note that the actual titles granted to
friars and elders varies according to church—these titles
are used here primarily as generic terms to denote lowerand higher-ranking positions in a monastery.
Infirmary Access (5 Fame): As long as you are able to
rest in a church or monastery dedicated to your deity, you
and a number of allies equal to your Fame score divided
by 5 can receive magical healing for free. When you use
this ability, you and your allies heal damage overnight
equal to your Fame score (this healing comes primarily
from channeled energy and cure light wounds spells from
low-ranking priests in the building). You can gain these
benefits a number of times each week equal to your Fame
score divided by 10 (minimum 1).
Friar (20 Fame): As a trusted member of the church, you
may purchase potions, scrolls, and wands from the church
at a 10% discount.
Back from the Dead (35 Fame): Your fame has reached a
point where you can request a single raise dead spell from
your church at some point free of charge. This can be for a
trusted ally who fell in combat, a beloved NPC, or even for
yourself. Once you use this benefit, you must pay normally
for subsequent raise dead spells or other resurrection
effects from your church.
Elder (50 Fame): You are highly regarded in your
monastery. You no longer need to pay tithes for tuition.
Every time you would normally pay tuition, you instead
earn that amount of gold as your salary.
EDUCATION
Education Check Heal, Knowledge (any), Linguistics, Spellcraft
Semester 6 months
Flunk 4 consecutive failed Education checks
EXTRACURRICULAR TASKS
Crusade (+1 Fame) Once per semester, if you successfully
undertake a holy mission in the church’s name (as
determined by the GM), your Fame score increases by +1.
AWARDS
Divine Boon In addition to the standard awards available for
all students (see the sidebar on page 27), each monastery
offers a specific award closely tied to its specific religion.
Awards for each of the core deities of the Inner Sea region
are listed below.
Abadar (3 PP) You gain the Blessing of Civilization, a ritual
that bolsters several skills while you are in a specific
city. Pick a settlement when you gain this boon. You
gain a +2 circumstance bonus on Bluff, Diplomacy, and
Knowledge (local) checks made within that city. You
may gain this benefit multiple times, applying it to a
different city each time.
Asmodeus (5 PP) You gain the services of a specialized
slave of your choice. This boon essentially grants you
a temporary cohort for a number of days equal to
your Fame score divided by 5. Work with your GM to
determine stats for your temporary cohort.
Calistria (5 PP) You undergo the Ritual of 100 Stings,
where you endure the kiss of several holy wasps for 1
hour, during which you take 1d6 points of Constitution
damage. You gain Intimidate and Stealth as class skills,
disguise self as a spell-like ability 1/day (caster level = your
character level), or a permanent +2 resistance bonus
on saving throws against poison. You may undergo the
ritual three times, selecting a different benefit each time.
Cayden Cailean (5 PP) You undergo the Gauntlet of
Inebriation, a week-long debauch of alcohol consumption
and increasingly humiliating athletic contests. At the
end of the Gauntlet, you gain the title “mead brother” or
“mead sister” and receive Toughness as a bonus feat.
Desna (2 PP) By praying at a location sacred to Desna and
then sleeping at that site during the full moon, you gain
the Grace of the Spheres. At any one point thereafter when
you make a d20 roll, you can choose to reroll that result.
You must take the result of that second roll. Once you use
your Grace of the Spheres, you must repeat the ritual (and
spend 2 PP more) to regain the Grace of the Spheres.
Erastil (5 PP) Your training has made you adept at
successfully making extraordinary bow shots. When
using a bow, you gain the Far Shot feat. If you already
possess this feat, you gain a +2 competence bonus on
any bow attack made at more than one range increment.
Monasteries
Every religion maintains monasteries throughout the
Inner Sea region, and while some of these monasteries
can be quite effective, they tend to avoid the posturing and
glory-seeking that other magic schools pursue. For the
purposes of determining what regions have monasteries
to which deities, you can assume that any region in the
Inner Sea World Guide features monasteries dedicated to the
deities listed in that region’s religion entry. Monasteries
to deities other than the 20 core deities exist but are not
detailed here. You can use the examples below as guidelines
for developing special awards for other religions.
Monastery
Sacred place of learning for the faithful of the church.
Location varies
REQUIREMENTS
Entrance Fee 50 gp
24
Magic Schools
Gorum (4 PP) You receive the Vision in Iron, in which you
catch a glimpse of Gorum’s reflection in an iron object
(likely a suit of armor or metal weapon). The next time
you are reduced to fewer than 0 hit points, you are
immediately healed of 2d8+3 points of damage. Once this
occurs, you can spend another 4 PP to gain another use of
this ability.
Gozreh (6 PP) You gain the Blessing of the Wild. Select
a terrain (as defined by the ranger’s favored terrain
ability). You gain a +2 circumstance bonus on Knowledge
(nature), Perception, and Survival checks made within
this terrain. You may gain this benefit multiple times,
applying it to a different terrain type each time.
Iomedae (5 PP) You gain the Inheritor’s Grace whenever
you are clad in full plate and carry a longsword and
shield. This grants you a +2 sacred bonus on all mindaffecting saving throws.
Irori (4 PP) You gain the ability to achieve inner focus. Once
per day as a swift action, your inner focus grants a +1
insight bonus on an attack roll. If you have any ki points
(such as those granted by monk levels), you gain 1 bonus
ki point and can activate your inner focus multiple times
per day by spending 1 ki point as a swift action.
Lamashtu (3 PP) You undergo the torturous Ritual of
Seven Scars, in which you permanently brand yourself
with intimidating marks. You become specialized in
Intimidate, and gain a +1 bonus to the save DC of any
fear effect you create.
Nethys (2 PP) You are taught secret words of arcane
control. You gain a +2 bonus on all concentration checks.
Norgorber (5 PP) Your training has granted you the poison
use ability, as per the assassin prestige class ability.
Pharasma (5 PP) Once per week, you can pray to
psychopomps—spirits that aid in escorting souls to
the Boneyard—to supernaturally mark the body of
a creature that died within the last 10 minutes. If
the creature is restored to life within the next 24
hours, it does not gain a negative level as part
of coming back to life.
Rovagug (4 PP) You are particularly good
at striking devastating blows, and
gain a +2 profane bonus on all
rolls made to confirm critical
hits. When you strike an
object to damage it with a two-handed weapon, you
ignore 2 points of that object’s hardness.
Sarenrae (7 PP) You gain the ability to cast cure light
wounds as a spell-like ability (caster level equals your
character level) a number of times per day equal to
your Fame score divided by 10.
Shelyn (7 PP) You gain the ability to cast eagle’s splendor
once per day as a spell-like ability (caster level equals your
character level).
Torag (3 PP) You gain access to a blessed forge at the
monastery. You gain a +5 sacred bonus on any Craft or
Spellcraft checks made when building any metal armor or
weapon (magical or otherwise) with the forge. The item’s
construction time is divided by half.
Urgathoa (5 PP) You undergo the Ritual of Pallid Whispers
and gain the negative energy affinity ability—negative and
positive energy affect you as if you were undead.
Zon-Kuthon (4 PP) You undergo the Embrace of Shadows,
a week-long ritual involving torture and painful bondage.
You gain a +2 profane bonus on all Charisma-based
checks when in dim light.
Monastery Student
25
31
Pathfinder Campaign Setting: Inner Sea Magic
Secret Society
Entrance Exam DC 16 Intimidate check
Tuition 150 gp/semester
Secret societies are groups that hide their goals—and even
their existence—from non-members. Many such groups
exist specifically for the empowerment of their members
(or at least their senior members), while others exist to
realize some hidden goal.
EDUCATION
Education Check Intimidate, Knowledge (arcana), Knowledge
(religion), Spellcraft
Semester 6 months
Flunk 3 consecutive failed Education checks
Citadel Enferac
EXTRACURRICULAR TASKS
The stronghold of the Hellknights of the Order of the Gate,
Citadel Enferac is one of the primary locations at which
Hellknight spellcasters (known as signifers) of all orders train.
Location Menador Mountains (Cheliax)
REQUIREMENTS
Imprison Criminal (+1 Fame) As a reward for bringing a living
criminal to be imprisoned in the citadel’s dungeons, your
Fame score increases by +1, provided the prisoner is of a CR
of no lower than your level. You can gain this boost to your
Fame score once per semester.
Entrance Fee 300 gp
AWARDS
Signifer (20 Fame) When your Fame score reaches
20, you gain the title of signifer and receive a
10% discount when purchasing potions, scrolls,
and wands in any city in which Hellknights are
known and respected.
Paravicar (50 Fame) When your Fame score reaches
50, you become a paravicar, and no longer need to pay
tuition—every time you would normally pay tuition, you
instead earn that amount of gold as your salary.
Blessing of Enferac (40 Fame, 5 PP) You can submit
your weapon to Order of the Gate arcanists to receive a
temporary magical enhancement in the form of a weapon
special ability. Choose from axiomatic, flaming burst, or
unholy. Your weapon retains this enhancement for the
duration of one mission (or a maximum duration of 1 week).
The Harrowed Society
Based in the town of Galduria, the Harrowed Society uses the
Twilight Academy as a sort of “ front” for their true purpose:
to decipher the mysteries held in harrow cards, the traditional
Varisian fortune-teller’s tools. The Harrowed Society believes
that if these mysteries can be deciphered, the true secrets of
reality can be learned.
Location Galduria (Varisia)
REQUIREMENTS
Entrance Fee 100 gp, must own a harrow deck
Entrance Exam DC 20 Use Magic Device check
Tuition 100 gp/semester
EDUCATION
Education Check Bluff, Disguise, Knowledge (arcana),
Knowledge (religion), Spellcraft, Use Magic Device
Semester 4 months
Flunk 3 consecutive failed Education checks
EXTRACURRICULAR TASKS
Investigate Portent (+1 Fame) Certain missions are of
great import to the Society, as indicated to them through
their regular harrowings. Successfully accomplishing such
quests can increase your Fame score by +1, up to once per
semester.
Crimson Citadel Student
26
Magic Schools
AWARDS
Generic Awards
Augur (20 Fame) When your Fame score reaches 20, you are
given your own uniquely crafted harrow deck. As long as
you carry this deck, you receive a +1 morale bonus on all
mind-affecting saving throws. If you lose this deck, you can
purchase a replacement for 2 PP.
Seer (50 Fame) When your Fame score reaches 50, you become
a seer, and no longer need to pay tuition. Every time you
would normally pay tuition, you instead earn that amount of
gold as your salary.
Trumps (20 Fame, 5 PP) You learn to manipulate fate simply by
drawing a card from the uniquely crafted harrow deck you
gained when you became an augur. You may take this reward
six times. Each time you take it, select one of the following
trumps to learn. To use this ability, draw a card from a harrow
deck as a standard action. You can draw a card from a harrow
deck in this manner a number of times per day equal to the
number of trumps you know, but you can only have one
trump active at any one time. If you draw a card to which you
do not know the trump, you gain no bonus.
Trump of Books +2 insight bonus on next caster level check
made to penetrate spell resistance.
Trump of Crowns +2 insight bonus on next saving throw.
Trump of Hammers +4 insight bonus on weapon damage
with your next successful melee weapon attack.
Trump of Keys +4 insight bonus on next Initiative check.
Trump of Shields The next time you receive healing from
a magical source, you heal an additional amount of hp
equal to your character level.
Trump of Stars +4 insight bonus on next skill check.
Beyond the specific awards that each magic school
grants, students can spend their Prestige Points on the
following generic awards as well.
Research Aid For 1 PP, you can gain the aid of another
student. This grants you a +4 circumstance bonus on any
skill check, save for Education checks.
Scholarship Aid You can spend 1 PP to pay tuition for
a semester.
Spell Transcription For 1 PP per spell level, you can
have a spell of your choice either transcribed into your
spellbook (for magi and wizards) or taught to your familiar
(for witches).
Spellcasting By spending the listed Prestige Point total,
you can have any of the following spells cast for you (the CL
in each case is the minimum possible for the spell).
1 PP cure moderate wounds, dispel magic, lesser
restoration, make whole, remove blindness/deafness, remove
curse, remove disease, remove paralysis
2 PP atonement (8 PP to restore cleric/druid powers),
break enchantment, cure serious wounds, greater dispel magic,
neutralize poison, restoration (4 PP to remove permanent
negative levels)
3 PP heal, regenerate
16 PP greater restoration, raise dead
32 PP resurrection
77 PP true resurrection
Crimson Citadel
grants temporary access). You can spend 1 PP to gain a +10
circumstance bonus on a Knowledge check by spending a
day in research here.
Crimson Scion (50 Fame) You are a highly ranked and wellrespected member of the Crimson Citadel. You no longer
need to pay tuition to the Citadel—every time you would
normally pay tuition, you instead earn that amount of gold
as your salary.
Assassin Prodigy (1 PP) Levels in the Red Mantis assassin
prestige class count as favored class levels for you.
Mantis Magic (2 PP) Add one of the following spells that is
not already on one of your classes’ spell list to one of your
classes’ spell list: blood mist**, bloody claws*, creeping doom,
giant vermin, insect plague, spider climb, summon swarm,
swarm skin*, vermin shape I**, vermin shape II**, vomit
swarm*. If you pay double the Prestige Point cost, you can
automatically scribe this spell into your spellbook, teach the
spell to your familiar (if you are a witch), or learn the spell
in place of a spell of an equal level that you already know (if
you are a spontaneous spellcaster).
* See the Pathfinder RPG Advanced Player’s Guide.
** See Pathfinder RPG Ultimate Magic.
The Crimson Citadel is the headquarters of the Red Mantis
assassins, deadly and mysterious killers who worship Achaekek
the Mantis God.
Location Mediogalti Island
REQUIREMENTS
Entrance Fee 500 gp
Entrance Exam DC 20 Knowledge (religion) check
Tuition 500 gp/semester
EDUCATION
Education Check Acrobatics, Bluff, Intimidate, Knowledge (any),
Spellcraft, Stealth
Semester 6 months
Flunk 2 consecutive failed Education checks
EXTRACURRICULAR TASKS
Assassination (+1 Fame) Successfully completing an
assassination mission increases your Fame score by +1. This
bonus can be earned once per semester.
AWARDS
Crimson Agent (20 Fame) You are granted access to the
outer holdings of the Sarzari Library (its inner holdings
are available only to the Blood Mistress, or those she
27
31
Pathfinder Campaign Setting: Inner Sea Magic
Spellcasters of the Inner Sea
28
Spellcasters of the Inner Sea
T
he Advanced Player’s Guide and Ultimate Magic
present many spellcaster archetypes that allow
you to customize characters in interesting ways.
This chapter presents even more archetype options tied
specifically to elements of the Inner Sea region, but this is
not to say that archetypes from the books listed above are
absent from that land.
Listed here are suggestions for how many of these
archetypes f it thematically into the Inner Sea region.
Archetypes from these rulebooks not specif ically
mentioned below are not overwhelmingly associated with
any specif ic region in the world, either because they have
relatively universal themes (like street performer bards,
druidic shamans, or undead scourge paladins), or because
they are relatively rare in the Inner Sea region.
Alchemist: The chirurgeon, which specializes in
anatomy and healing, is common in Jalmeray, the empire
of Kelesh, and Rahadoum. The way of the internal
alchemist, who pursues immortality, is a frequent topic
of study in Thuvia. Preservationists collect and study
strange creatures, and many of these scholars live in
Absalom and Nex. Psychonauts explore altered states
of consciousness, and are usually found in lands such
as Katapesh where strange drugs are readily available.
Reanimators use alchemy to revive the dead, and Osirion
and Ustalav are each home to at least one school devoted
to this f ield. Vivisectionists study bodies to better
understand how they work, an essential skill for the
f leshwarpers of Nex and the Darklands.
Bard: Arcane duelists make names for themselves in
countries where music and dueling are national pastimes,
such as Brevoy and Taldor, but also in regions where
Varisian travelers are common (like Varisia and Ustalav).
Court bards are a staple of Taldor, Cheliax, and Osirion.
Savage skalds hail from the Lands of the Linnorm Kings.
Celebrity bards rise and fall with public opinion in lands
such as Cheliax and Taldor, where acting and music are
signs of civilization and high society. Demagogues inf lame
the masses in Galt, swaying the public toward or against
whoever attracts too much attention. A rising number of
geisha have been appearing in Absalom, Katapesh, and
other large cities in the Inner Sea region. Songhealers are
popular in lands where divine magic faces difficulties,
such as Rahadoum and Razmiran.
Cleric: Cloistered clerics lead quiet lives of study,
particularly in lands with long histories rich in lore, such
as Taldor, Cheliax, and Ustalav. Undead lords control the
hordes of toiling skeletons and zombies in Geb, and many
are drawn to Gallowspire, where they eventually prey on
the folk of Ustalav and Lastwall.
Druid: Blight druids echo the tainted landscapes of
places like the Mana Wastes, Nidal, and the Worldwound.
Desert druids protect Thuvia, Osirion, Katapesh, and
Qadira. Jungle druids watch over the Mwangi Expanse and
Sargava. Menhir savants draw on the power of ley lines,
standing stones, and other places of power that are common
in Varisia and the ruins in the Sodden Lands. Storm druids
thrive in barbaric coastal communities such as the Shackles
and the Sodden Lands, often serving on pirate ships.
Inquisitor: Exorcists purge evil spirits and possessing
forces in lands such as Ustalav, Lastwall, and countries
bordering the Worldwound. Infiltrators blend with enemies
of the faith to destroy them from within, and are common
in Taldor and Cheliax.
Magus: Hexcrafters appear in lands where witchcraft
is common, such as Irrisen. The staff magus is more
common in lands where true wizardry and martial skill
are highly respected, such as Absalom and Taldor.
Monk: Qinggong monks practice strange martial arts
that work much like spells, and are rarely seen outside lands
where monks are common, such as Jalmeray.
Oracle: Planar oracles are drawn to lands where the
Great Beyond has significant inf luence, such as the
Worldwound. Possessed oracles appear wherever invasive
spirits are common, such as Ustalav and the Worldwound.
Stargazers seek meaning in the patterns of stars, and are
common in lands where Desna is worshiped, or lands
where the Old Cults hold sway, such as Ustalav.
Paladin: Divine defenders are most common in Lastwall,
holding against the evil in Gallowspire and the orc hordes
of Belkzen.
Ranger: Beast master rangers are more common in
“uncivilized” lands such as the Mwangi Expanse, Numeria,
and parts of Sargava. Horse lords are held in high honor in
Qadira and Taldor.
Sorcerer: Crossblooded sorcerers appear in lands where
there is a great deal of mixing of races and cultures, such as
Absalom and Katapesh. Wildblooded sorcerers tend to be
born in places where magic is highly variable or inf luenced
by chaos, alien technology, or meddling godlings, such
as the Mana Wastes, southern Kyonin, the Worldwound,
Numeria, and the Mwangi Expanse.
Summoner: Broodmasters tend to appear in elven
communities, particularly Kyonin, while master
summoners might appear wherever the Great Beyond
intrudes upon the world.
Witch: Beast-bonded witches are common in lands
with many superstitions about animals, such as Irrisen
and the Mwangi Expanse. Gravewalkers draw their power
and knowledge from undead spirits, and as such are more
common in Ustalav and Geb. Sea witches are seen frequently
in countries where sea trade is common, such as Cheliax,
Katapesh, Absalom, Taldor, and the Shackles.
Wizard: Scrollmasters are prevalent any place where
written knowledge is revered, particularly Osirion,
Absalom, and Varisia (especially near Riddleport).
29
41
Pathfinder Campaign Setting: Inner Sea Magic
Oracle Mysteries
scar fades automatically after 24 hours. It can be removed
before that point via any effect capable of removing a
curse (the curse’s level equals your caster level), but if
an attempt to remove an eldritch scar fails, that attempt
triggers a primal magic event—an event triggered this
way does not cause the eldritch scar to fade. You must be
at least 7th level to select this revelation.
Magic Penetration (Ex): You gain a +2 bonus on any caster
level check made to dispel or remove a magic effect (such
as when using the dispel magic or remove curse spell). If you
are 9th level or higher, the bonus increases to +4.
Mystic Null (Ex): You gain a +2 insight bonus on saves
against spells and spell-like abilities. At 7th level, this
bonus also applies on saves against supernatural abilities.
At 11th level, the bonus increases to +4.
Primal Manipulation (Su): Whenever you cast a spell that
deals acid, cold, electricity, or fire damage, you may change
it to deal one of the other listed damage types. You may use
this ability once per day, plus one additional time for
every 5 levels. At 15th level, you can change a spell to deal
sonic damage, though the damage is halved. At 20th level,
you can change a spell to deal force damage, though the
damage is halved. You must be at least 7th level to select
this revelation.
Primal Mastery (Su): Whenever a spell you cast triggers
a primal magic event (see page 13), or whenever you use
a rod of wonder, roll d% twice when generating the result.
You may pick which of the two results actually occurs.
You gain a +2 bonus on all saving throws made to resist
primal magic events or magical effects caused by a rod
of wonder.
Trigger Primal Magic Event (Su): Once per day as an
immediate action, you can cause a spellcaster (including
yourself ) within 30 feet to trigger a primal magic event
as the spell is being cast. At 13th level, you can cause any
creature in the act of activating a magic item to trigger
a primal magic event (see page 13). At 17th level, you can
use this ability twice per day. A spellcaster can make a
concentration check (DC = 15 + twice the spell’s level) to
focus the magic and avoid triggering a primal magic
effect, but non-spellcasters activating magic items have
no such option. You must be at least 9th level before
selecting this revelation.
Spell Resistance (Ex): You gain SR equal to your oracle
level + 5. You must be at least 11th level before selecting
this revelation.
Final Revelation: At 20th level, you become a master of
primal magic. Whenever you cast a spell, you can choose
to trigger a primal magic event in addition to casting the
spell itself—you can use this ability once per minute. If
your spellcasting causes a primal magic event to occur,
your spell effect is not replaced by the primal magic
event—it takes place normally, along with the event itself.
Presented here are two new oracle mysteries. As with all
oracle mysteries, an oracle must pick one mystery upon
taking her f irst level of oracle. Once made, this choice
cannot be changed. Further rules on oracle mysteries can
be found in the Advanced Player’s Guide. Spells marked
with an asterisk (*) appear in Chapter 5 of this book.
Spellscar
Oracles of the spellscar mystery have been touched in
some way by primal magic, likely due to exposure to the
strange effects that run rampant in the Mana Wastes.
Alternatively, a spellscar oracle might simply be a person
who was affected in her past by a primal magic event.
Deities: Gozreh, Lamashtu, Nethys, Zyphus.
Skills: An oracle with the spellscar mystery adds
Knowledge (arcana), Knowledge (nature), Survival, and
Use Magic Device to her list of class skills.
Bonus Spells: ray of enfeeblement (2nd), obscure object
(4th), dispel magic (6th), lesser globe of invulnerability (8th),
break enchantment (10th), antimagic field (12th), spell turning
(14th), spellscar* (16th), mage’s disjunction (18th).
Revelations: An oracle with the spellscar mystery can
choose from any of the following revelations.
Animate Primal Forces (Su): As a standard action, you can
summon a single Small air, earth, f ire, or water elemental
to serve you. It remains for a number of rounds equal to
your Charisma modif ier. At 7th level, you can summon a
Medium elemental. At 9th level, you can summon a Large
elemental. You can use this ability once per day plus one
additional time per day at 10th level. You must be at least
3rd level to select this revelation.
Eldritch Bolt (Su): You can damage foes with a bolt of raw
magical energy. Make a ranged touch attack against any
foe within 30 feet. On a hit, you deal 1d8 points of force
damage, +1 point of damage per two oracle levels. At 10th
level, the bolt’s range increases to 60 feet. You may use
this revelation a number of times per day equal to 3 + your
Charisma modifier.
Eldritch Resistance (Su): You gain resistance 2 to acid,
cold, electricity, f ire, and sonic. This resistance increases
to 5 at 5th level, 10 at 11th level, and 20 at 17th level.
Eldritch Scar (Su): Once per day when you damage a
creature with a spell you cast, you may, as a swift action,
cause your magic to leave an eldritch scar upon that
creature. An eldritch scar appears as a normal scar, save
that it f lickers with faint radiance of a color of your
choice. The next time that creature casts a spell, uses a
spell-like ability, or activates a magic item, it triggers a
primal magic event (see page 13) of a CR equal to your
caster level. This causes the eldritch scar to vanish. A
creature can be marked by only one eldritch scar at a time
(a more powerful one replaces a weaker one). An eldritch
30
Spellcasters of the Inner Sea
Outer Rifts
Planar Infusion (Su): As a standard action once per
day, you can cause a 20-foot-spread to gain either the
mildly chaotic-aligned or mildly evil-aligned planar
trait for a number of rounds equal to your oracle level.
Lawful creatures in a chaotic-aligned area take a –2
circumstance penalty on all Charisma-based checks, as
do good creatures in an evil-aligned area. At 11th level, the
infusion makes the area strongly aligned, which causes
the –2 circumstance penalty to apply on all Intelligence-,
Wisdom-, and Charisma-based checks made by any
creature that lacks the matching alignment component
(these penalties stack with those from the lower-level
effect). You must be chaotic or evil to select this revelation,
and you can only infuse an area with an alignment that
matches a component of your own alignment.
Rift Magic (Su): Your spells gain a +4 bonus on caster
level checks made to overcome the spell resistance of
chaotic outsiders and evil outsiders.
Rift Weapon (Su): Your understanding of the powers that
move through the Outer Rifts allows you to imbue weapons
with the ability to penetrate the defenses of creatures native
to other planes. Once per day as a standard action, you can
touch one weapon (or a group of up to 20 similar pieces of
ammunition) and give it the ability to penetrate DR/cold
iron for 1 minute per caster level. At 9th level, you can also
grant the additional ability to bypass either DR/good and
DR/law. You can use this ability an additional time per day
for every 5 oracle levels you possess.
Telepathy (Su): You can mentally communicate with any
other creature within 100 feet that has a language, as per
the telepathy power of demons and angels. You must be at
least 11th level before selecting this revelation.
Unearthly Terrain (Su): You can twist the material world
into the harsh, jagged edges and uneven angles of the
outer planes. As a standard action, you can turn one 20foot square into diff icult terrain for 1 round per level.
You may use this ability a number of times per day equal
to 3 + your Charisma bonus.
Wings of Terror (Su): You can manifest a pair of enormous,
batlike demon wings that grant you a f ly speed of 60
feet with average maneuverability and a +4 bonus on
Intimidate checks. At 10th level, your speed increases to
90 feet, your maneuverability increases to good, and the
bonus increases to +8 on Intimidate checks. You can use
these wings for 1 minute per day per oracle level. This
duration does not need to be consecutive, but it must be
spent in 1-minute increments. You must be at least 7th
level to select this revelation.
Final Revelation: At 20th level, you gain the ability to
open rifts between planes. This allows you to use gate as
a spell-like ability once per day. If you use this ability
to call creatures, you still need to provide 10,000 gp in
offerings to secure the creature’s aid.
Oracles of the Outer Rifts mystery have become marked
in some way by an incursion into the Material Plane by
the Abyss, such as in the Worldwound or Tanglebriar.
While most oracles of the Outer Rifts are chaotic,
evil, or both, some manage to retain a hold on other
alignments despite being infused with this otherworldly
energy. These oracles are not well trusted by Mendevian
Crusaders even though many of their abilities are quite
useful in combating demonic inf luences.
Deities: Iomedae, Groetus, Lamashtu, demon lords.
Skills: An oracle with the Outer Rifts mystery adds Fly,
Intimidate, Knowledge (arcana), and Survival to her list
of class skills.
Bonus Spells: endure elements (2nd), resist energy (4th),
vermin shape I (6th), confusion (8th), lesser planar binding
(10th), planar binding (12th), insanity (14th), greater planar
binding (16th), imprisonment (18th). (Vermin shape I is
detailed in the Inner Sea World Guide and Ultimate Magic.)
Revelations: An oracle with the Outer Rifts mystery
can choose from any of the following revelations.
Balefire (Su): You call upon the cleansing or searing fires
of the Outer Rifts to burn your foes. As a standard action,
one target within 30 feet is wreathed in screaming f lames
and takes 1d6 points of fire damage per level. A successful
Ref lex save halves this damage. At 10th level, the f ire’s
howls cause any creatures damaged by it to be staggered
for 1 round. At 15th level, creatures who fail their saves
against the balef ire are staggered for 1d4 rounds and
stunned for 1 round. You can use this ability once per day
plus one additional time per day at 10th level.
Demonhide (Su): You alter your f lesh to be as tough as a
demon’s hide, granting you a +4 armor bonus. At 7th level,
and every four levels thereafter, this bonus increases by
+2. At 13th level, this armor also grants you DR 5/cold iron.
You can use this revelation for 1 hour per day per oracle
level. The duration does not need to be consecutive, but it
must be spent in 1-hour increments.
Dread Resilience (Ex): You have been hardened by
exposure to the otherworldly energies of the Outer Rifts,
and you just keep getting tougher. You gain a +1 inherent
bonus to Constitution upon taking this revelation and
another for every four oracle levels gained thereafter. You
must be at least 9th level to select this revelation.
Planar Haze (Su): You can f ill an area with the smoky
miasma of the Outer Rifts. Once per day when you cast
a spell that has an area, as a swift action you may also
f ill that area with a thick haze that acts as obscuring mist,
except it originates at the center of your spell effect and
cannot expand beyond the spell’s area. At 10th level, the
haze functions as fog cloud. You may use this ability one
additional time per day at 7th level, and one additional
time per day at 14th level.
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Archetypes
damage + 1 point per 2 oracle levels she possesses. She can
use this ability a number of times per day equal to 1/2 her
oracle level (minimum 1/day).
Dark Resilience (Su): The black blood f lowing through a
black-blooded oracle’s veins gives her resistance to many
effects to which undead are immune. Once per day, as
an immediate action, whenever she fails a saving throw
against an ability drain, a death effect, disease, energy
drain, paralysis, or poison, she may attempt that saving
throw again with a +4 circumstance bonus. She must take
the second result, even if it is worse. At 7th level, she can
use this ability twice per day. At 15th level, she can use the
ability 3 times per day.
Darkvision (Ex): A black-blooded oracle gains darkvision
with a range of 60 feet. The range increases to 90 feet at
15th level.
The concept of archetypes f irst appeared in the Advanced
Player’s Guide. With an archetype, you can further adjust
and specialize a character to f ill a more rarif ied role by
replacing some of your class abilities with others that fall
into specif ic themes. The archetypes detailed below all
have strong ties to elements in the Inner Sea, but you can
use these archetypes in any setting with similar themes
and elements.
Full rules on how archetypes function can be found in
the Advanced Player’s Guide.
Black-Blooded Oracle (Oracle Archetype)
The black-blooded oracle has been infused with the eerie
inf luence of strange f luids that seep from the rock in the
deepest pits of the Darklands, the so-called “Black Blood
of Orv.” Often, the eerie taint of the black blood can lie
dormant in a lineage for generations before manifesting.
It even seems capable of reaching out to touch those
destined to become oracles through other strange
methods. However an oracle becomes black-blooded, her
divine powers carry within them the weird power of this
chilling magical substance. A black-blooded oracle has
the following class features.
See the sidebar on the facing page for rules on the black
blood itself, but note that a black-blooded oracle does not
require access to this eldritch substance to function.
Curse of Black Blood (Su): All black-blooded oracles
effectively share the same curse—the curse of black blood.
The material affects these oracles physically and mentally,
altering both physiology and mystic powers. The blood of
a black-blooded oracle actually runs black, and wounds
she suffers are infected by her own power and are difficult
to heal. She is immune to the effects (both beneficial and
destructive) of black blood. Positive and negative energy
affect a black-blooded oracle as if she were undead—
positive energy harms her, while negative energy heals her
(this aspect of the curse has no effect if the oracle is undead).
The curse also dulls the oracle’s coordination somewhat,
imparting a –4 penalty on all Dexterity-based skill checks.
At 5th level, she gains cold resistance 5. This increases to
cold resistance 10 at 10th level, and immunity to cold at
15th level. This ability replaces the oracle’s curse.
Black Blood Revelations: All black-blooded oracles
have access to the following revelations, regardless of
what mystery they choose.
Black Blood Spray (Su): As an immediate action whenever
a black-blooded oracle takes piercing or slashing damage,
she can cause some of her black blood to spray from the
wound to strike any adjacent target. She must make a touch
attack to hit the target (if she’s attacking the creature that
caused the wound, she gains a +4 circumstance bonus on
her attack roll). If she hits, she deals 1d8 points of cold
Chelish Diva (Bard Archetype)
Cheliax is well known for its elaborate operas, and as with
any kind of theater, there are performers whose egos get
the better of them. Some have an inf lated idea of their
talent and importance. A few, the Chelish divas, are wholly
justified in their feelings of superiority. In their pursuit
of glory, their magic and discipline allows them to prove
themselves better than any upstart actor, dancer, or chorus
member—and when crossed, their fury is legendary. A
Chelish diva has the following class features.
Famous: At 1st level, a Chelish diva may choose a region
where she is famous, and within that region, the locals
are more likely to react favorably toward her. The bard
gains a bonus on Bluff and Intimidate checks in that area
and to inf luence people from that area.
At 1st level, this region is a settlement or settlements
with a total population of 1,000 or fewer people, and
the modif ier on Bluff and Intimidate checks is +1. As
the diva grows more famous, additional areas learn of
her (typically places where she has lived or traveled, or
settlements adjacent to those where she is known) and her
bonuses apply to even more people. At 5th level, the region
is a settlement or settlements with a total population of
5,000 or fewer people, and the modif ier on Bluff and
Intimidate checks is +2. At 9th level, the region is a
settlement or settlements with a total population of up to
25,000 people, and the modif ier on Bluff and Intimidate
checks is +3. At 13th level, the region is a settlement or
settlements with a total population of up to 100,000
people, and the modif ier to Bluff and Intimidate is +4.
At 17th level and above, the diva’s renown has spread far,
and most civilized folk know of her (GM’s discretion); the
diva’s modif ier on Diplomacy and Intimidate checks is
+5. This ability replaces bardic knowledge.
Prima Donna (Ex): At 2nd level, as her efforts to outdo her
rivals increase, a Chelish diva can spend additional rounds
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Spellcasters of the Inner Sea
of bardic performance to augment countersong, deadly
performance, fascinate, frightening tune, and scathing
tirade (see below). When used, this ability gives her a +2
bonus on her Perform check or saving throw DC for those
performances. The diva must spend an additional round of
bardic performance for every round she uses prima donna
to increase her Perform check result or saving throw DC.
This ability replaces well-versed.
Costume Proficiency (Ex): At 5th level, the Chelish diva
has become so used to wearing strange and cumbersome
costumes for her performances that she gains medium
armor proficiency and can cast bard spells while wearing
medium armor without incurring the normal arcane
spell failure chance. At 11th level, she gains heavy armor
proficiency and can cast bard spells while wearing heavy
armor without incurring the normal arcane spell failure
chance. A multiclassed diva still incurs the normal arcane
spell failure chance for arcane spells received from other
classes. This ability replaces lore master.
Bardic Performance: A Chelish diva gains the following
bardic performances. This can never be performed more
quickly than a standard action.
Devastating Aria (Su): At 3rd level, the Chelish diva can
spend 1 round of bardic performance as a standard action
to direct a burst of sonically charged words at a creature
or object. This performance deals 1d4 points of damage +
the diva’s level to an object, or half this damage to a living
creature. This performance replaces inspire competence.
Scathing Tirade (Su): A Chelish diva of 8th level or higher
can use her performance to verbally lash out at another
creature, causing it to become frightened. To be affected,
the target enemy must be within 30 feet and be able to see
and hear the diva’s performance. The effect persists for as
long as the enemy is within 30 feet and the diva continues
her performance, plus 1d4 rounds.
Although the diva can only direct the effect at one
creature at a time, its effects persist for as long as she
continues the performance, even if directed at a different
creature. For example, she could direct her tirade at an
innkeeper, who becomes frightened, then focus her wrath
on the captain of the guard, and the innkeeper remains
frightened for 1d4 more rounds even though her attention
is no longer directed at him.
This performance cannot cause a creature to become
panicked, even if the target is already frightened from
another effect. Scathing tirade is a mind-affecting fear
effect, and it relies on audible and visual components.
This performance replaces dirge of doom.
Black Blood of Orv
Black blood wells from the walls of a singular vault deep
in Orv, a region known quite aptly as the Land of Black
Blood. This noxious fluid repulses and freezes all natural
life, although certain creatures like aberrations, undead,
and black-blooded oracles possess an uncanny immunity
to its effects. Any other creature that comes into contact
with black blood takes 1d6 points of cold damage—10d6
points of cold damage per round if fully immersed.
Although black blood isn’t itself inherently evil, a pint
of black blood can be used as unholy water. A spellcaster
who consumes a dose of black blood casts all necromantic
spells at +1 caster level for the next 10 minutes, but takes
3d6 points of cold damage and 1 point of Constitution
damage by drinking the stuff. Normally, a dose of black
blood becomes inert an hour after being harvested from
the source in the Land of Black Blood, losing all mystical
properties. Gentle repose can preserve up to 1 gallon of
black blood’s magical properties for increased lengths of
time, but no other method of stabilizing the stuff has yet
been developed. The blood of a black-blooded oracle is
diluted and does not have the properties of full-strength
black blood.
are often involved in expeditions into dangerous tombs
and catacombs, where their ability to create alchemical
devices designed to neutralize constructs and undead
are often crucial to survival. A crypt breaker has the
following class features.
Alkahest Bombs (Su): A crypt breaker’s bombs are
specially designed to work best against constructs and
corporeal undead—two foes commonly encountered in
ancient tombs. Known as alkahest bombs, these bombs
deal acid damage instead of fire damage. Alkahest is an
alchemical f luid that eats away unliving f lesh and animated
constructs, but it doesn’t work as well against other targets.
Against constructs and corporeal undead, alkahest bombs
deal 1d8 points of damage, plus 1d8 points of damage for
every odd-numbered level instead of 1d6. Against all other
creatures, alkahest bombs deal 1d4 points of damage,
plus 1d4 points of force damage for every odd-numbered
level. This ability otherwise functions as and replaces the
standard alchemist bomb class feature.
Crypt Breaker’s Draught (Su): Rather than develop
mutagens that increase their natural armor and physical
abilities at the expense of their minds, crypt breakers
focus on the creation of special draughts that can enhance
their senses. When a crypt breaker drinks one of these
draughts, he gains a +4 bonus on all Perception checks
and gains one of the following special senses: darkvision
Crypt Breaker (Alchemist Archetype)
Crypt breakers are most common in Osirion, where they
use their powers of perception and alchemical adaptation
to safely investigate the mysteries of that lands’ past. They
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Pathfinder Campaign Setting: Inner Sea Magic
60 feet, low-light vision, or scent. While under the effects
of a crypt breaker’s draught, the alchemist also gains
light blindness. This ability replaces the mutagen class
ability (a crypt breaker cannot create mutagens unless he
selects the mutagen discovery from Ultimate Magic).
Trapfinding: A crypt breaker adds 1/2 his level on
Perception checks made to locate traps and to Disable
Device checks (minimum +1). A crypt breaker can use
Disable Device to disarm magic traps. When determining
the ability of a crypt breaker to deal with locks or traps,
treat his alchemist levels as rogue levels. This ability
replaces the Brew Potion bonus feat.
Discoveries: A crypt breaker may take the following
rogue talents as discoveries: quick disable, trap sense,
and trap spotter. Treat the crypt breaker’s alchemist level
as his rogue level for these talents.
Enhanced Alkahest (Su): At 14th level, a crypt breaker’s
alkahest grows more potent. Against constructs and
corporeal undead, the crypt breaker’s alkahest bombs
deal +1 points of damage per die, and the bomb threatens
a critical hit on a 19–20. This does not stack with other
effects that improve critical hit threat ranges. This ability
replaces persistent mutagen.
Dawnflower Dervish (Bard Archetype)
Although Sarenrae is seen mainly as a goddess of healing
and redemption in most parts of the Inner Sea, her stern,
evil-smiting element is more common in areas like
Qadira, Osirion, and Katapesh. Many of the Dawnf lower’s
disciples from these lands become Dawnf lower dervishes,
religious mystics who use a spinning dance as part of
their worship. Many bards of her faith hone their skills
with dance and scimitar to become dervish dancers (see
Ultimate Combat), but some tread a similar path focused
more on magic and healing than swordplay. These are
the Dawnf lower dervishes. A Dawnf lower dervish has the
following class features.
Weapon and Armor Proficiency: Dawnf lower dervishes
gain weapon prof iciency with the scimitar. This ability
replaces their prof iciency with the rapier and whip.
Deity: A Dawnf lower dervish must be a worshiper of
Sarenrae. A dervish who abandons or betrays this faith
reverts to a standard bard.
Battle Dance: A Dawnf lower dervish is trained in the
use of the Perform skill, especially dance, to create magical
effects on himself. This works like bardic performance,
except that the Dawnf lower dervish’s performances grant
double their normal bonuses, but these bonuses only
affect him. He does not need to be able to see or hear his
own performance. Battle dancing is treated as bardic
performance for the purposes of feats, abilities, and effects
that affect bardic performance, except that battle dancing
does not benefit from the Lingering Performance feat or
any other ability that allows a bardic performance to grant
bonuses after it has ended. The benefits of battle dancing
apply only when the bard is wearing light or no armor. Like
bardic performance, battle dancing cannot be maintained
at the same time as other performance abilities.
Starting a battle dance is a move action, but it can be
maintained each round as a free action. Changing a battle
dance from one effect to another requires the Dawnf lower
dervish to stop the previous performance and start the new
one as a move action. Like a bard, a Dawnf lower dervish’s
performance ends immediately if he is killed, paralyzed,
stunned, knocked unconscious, or otherwise prevented
from taking a free action each round. A Dawnf lower
dervish cannot perform more than one battle dance at a
time. At 10th level, a Dawnf lower dervish can start a battle
dance as a swift action instead of a move action.
Crypt Breaker
34
Spellcasters of the Inner Sea
When the Dawnf lower dervish uses the inspire
courage, inspire greatness, or inspire heroics bardic
performance types as battle dances, these performance
types only provide benef it to the Dawnf lower dervish
himself. All other types of bardic performance work
normally (affecting the bard and his allies, or the bard’s
enemies, as appropriate). This ability alters the standard
bardic performance ability.
Dervish Dance (Ex): A Dawnf lower dervish gains the
Dervish Dance feat (Inner Sea World Guide 286) as a bonus
feat. This ability replaces bardic knowledge.
Spinning Spellcaster (Ex): At 5th level, a Dawnf lower
dervish gains a +4 bonus on concentration checks to cast
spells defensively. This ability replaces lore master.
Meditative Whirl (Ex): At 8th level, when using battle
dance, the Dawnf lower dervish can enter a trancelike state where his spinning motion represents the
movement of the planets around the sun, and his
spirit is attuned to the healing aspects of Sarenrae. By
spending a move action focusing on his whirling, the
dervish can apply the Quicken Spell feat to any cure spell
he is about to cast (effectively spending a move action
and swift action to cast the spell). This does not alter
the level of the spell or the casting time. The dervish
can use this ability once per day at 8th level and one
additional time per day for every two dervish levels he
has beyond 8th. This ability replaces the dirge of doom
bardic performance.
spell known if he wants to cast it as an actual spell). This
ability otherwise replaces the summon monster ability of a
normal summoner.
Fey Summons (Su): At 3rd level, a f irst worlder adds the
following creatures to the lists of what he can summon
with his summon nature’s ally spell-like ability:
Summon nature’s ally II: gremlin ( jinkin, pugwampi, or
vexgit, see Bestiary 2).
Summon nature’s ally III: gremlin (nuglub, see Bestiary 2).
Summon nature’s ally IV: unicorn.
Summon nature’s ally V: pixie, satyr.
Summon nature’s ally VII: nymph.
Eidolon: Instead of an outsider, a first worlder’s eidolon
has the fey creature type and the extraplanar subtype. Its
statistics are changed from a standard eidolon as follows:
Hit Dice: d6 Hit Die (instead of d10).
BAB: Equal to 1/2 the eidolon’s Hit Dice.
Good/Bad Saves: The eidolon’s good saves area always
Ref lex and Will.
Skills: The eidolon’s class skills are Acrobatics, Bluff,
Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly,
Knowledge (geography), Knowledge (nature), Perception,
Perform, Sense Motive, Sleight of Hand, Stealth, Swim,
and Use Magic Device.
Senses: The eidolon gains low-light vision instead
of darkvision. The summoner can grant the eidolon
darkvision 60 ft. as a 1-point evolution.
Damage Reduction: If the f irst worlder chooses this
evolution, he may select DR/cold iron instead of one of
the alignment-based types of damage reduction.
This otherwise works like and replaces the eidolon
ability of a normal summoner.
First Worlder (Summoner Archetype)
Most summoners have a close connection to creatures
from the farthest reaches of the planes. A few have a primal
connection to nature, and their power is tied to the First
World. It is not unusual for these summoners to associate
with druids, for like druids, f irst worlders have a powerful
tie to the natural world. Some f irst worlders are driven
half-mad by the strange energies and intelligences that
seep into their minds and bodies, though, and these poor
souls are prone to lash out at loggers, druids, or innocent
passersby without considering whether or not they are
threats. A f irst worlder’s eidolon usually resembles a fey
creature or a plant monster, though some are fantastic
otherworldly animals with exaggerated features. A f irst
worlder has the following class features.
Summon Nature’s Ally (Sp): Starting at 1st level, a f irst
worlder can cast summon nature’s ally a number of times
per day equal to 3 + his Charisma modif ier. At levels
where a summoner would gain a more powerful summon
monster spell as a spell-like ability, he instead gains the
equivalent summon nature’s ally spell (at 19th level, he can
use summon nature’s ally IX or gate). When a f irst worlder
gains a summon nature’s ally spell as a spell-like ability,
he adds it to his class spell list (he must still select it as a
Hidden Priest (Cleric Archetype)
Practicing one’s religion is not always legal. For example,
most lands outlaw worshiping f iends. Taldor has banned
the faith of Sarenrae from being openly worshiped.
Rahadoum f lat-out forbids all religions within its
borders. But as time has shown again and again, mere
laws are poor deterrents to the worship of dedicated
members of such faiths, whether the zealous wish to
subvert authority, free the spirits of the oppressed, or
merely enjoy the right to practice their beliefs. Clerics
in these circumstances must conceal their true natures,
practice their magic in secret, and always be on guard
for betrayal and discovery. A hidden priest has the
following class features.
False Arcanist (Ex): At 1st level, a hidden priest is
able to disguise his cleric spellcasting, presenting
it as arcane magic of some kind. Typically, this is as
alchemist, bard, sorcerer, or wizard magic, and the cleric
disguises the words and gestures of the cleric spell with
accoutrements appropriate to his apparent profession.
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Pathfinder Campaign Setting: Inner Sea Magic
He must make a skill check (DC 10 + twice the level of
the spell) to disguise his casting and successfully cast
the spell. The type of skill check depends on the type of
caster he pretends to be: Craft (alchemy) for alchemist,
Perform for bard, Knowledge (arcana) for sorcerer or
wizard. Using Spellcraft to identify the spell works
normally, though unless the observer beats the DC by
10 or more, she doesn’t suspect the source of the magic
is divine.
For example, a hidden priest pretending to be an
alchemist wants to cast cure light wounds on a wounded
townsperson. If he makes a DC 12 Craft (alchemy)
check, he disguises his spellcasting as the mixing of an
alchemical extract or potion (perhaps with the words
disguised as reciting an obscure formula or talking
herself through the list of ingredients), which he gives to
the target. An observer making a DC 16 Spellcraft check
can identify his spell as cure light wounds, but doesn’t
realize his “alchemical” methods are a sham unless her
check result is 26 or higher.
When the hidden priest uses this ability, he must
still provide any divine focus components for the spells
he casts. However, the divine focus doesn’t need to
be an obvious symbol of his faith. It could be a small
coin, tattoo, or garment bearing the symbol, whether
presented openly, disguised, or hidden within a larger
picture. For example, a hidden priest of Sarenrae may use
a coin with an ankh or sunburst, a complex tattoo or scar
that has an ankh shape hidden within it, a glove with an
ankh stitched on the inside of the palm, and so on. He
must use this replacement divine focus just as he would
his true one (for example, he couldn’t leave the coin in his
shoe). If a spell requires a divine focus with a specif ic or
minimum cost, the replacement divine focus must be of
similar value to be used as the divine focus.
A hidden priest adds half his class level (minimum +1)
on all Bluff skill checks to send secret messages about
religious matters, and on all Sense Motive checks to
recognize similar messages. He also adds this bonus on
Perception and Sense Motive checks relating to agents
of the laws against his religion (including city guards in
lands where these laws are in effect).
This ability replaces one of the cleric’s two 1st-level
domain powers (her choice).
Unseen Devotion (Su): At 8th level, a hidden priest
can apply the Silent Spell and Still Spell feats to
a spell he is about to cast. This does not alter
the level of the spell or the casting time. He can
use this ability once per day at 8th level and one
additional time per day for every four additional
cleric levels beyond 8th. Even though this ability
does not modify the spell’s actual level, he cannot
use this ability to cast a spell whose modified spell level
would be above the level of the highest-level spell that he
is capable of casting. This ability always applies both feats
(the cleric cannot use it to just apply one or the other). This
ability replaces one of the cleric’s two 8th-level domain
powers (his choice).
Mendevian Priest (Cleric Archetype)
Hidden Priest
People of high and low character f lock to Mendev for
glory, plunder, or the desire to slay demons from the
Worldwound. Crusade-minded clerics of Iomedae,
Gorum, and other churches come to Mendev, learn
battlef ield tactics and the weaknesses of demons, and
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Spellcasters of the Inner Sea
strike out to make a name for themselves. A Mendevian
priest has the following class features.
Weapon and Armor Proficiency: A Mendevian priest is
prof icient with all simple weapons, light armor, medium
armor, heavy armor, shields (except tower shields), and
the favored weapon of her deity.
Diminished Spellcasting: A Mendevian priest chooses
only one domain from her deity’s list of domains rather
than the normal two domains. In all other respects, this
works like and replaces the standard cleric domain ability.
Demonic Knowledge (Ex): At 1st level, when making
Knowledge (planes) checks regarding demons, demonic
cults, and their magic, a Mendevian priest gains a bonus
on the check equal to half her class level (minimum +1)
and can make these Knowledge skill checks untrained.
Teamwork Feat: At 4th level and 8th level, the Mendevian
priest gains a bonus feat. This must be a teamwork
feat, Alignment Channel, Greater Spell Penetration,
Leadership, or Spell Penetration. The cleric must meet
the prerequisites of the selected bonus feat.
and 18th level. This otherwise acts as and replaces the
standard favored enemy ability.
Spells: At 4th level, a Nirmathi irregular increases his
number of spells per day by +1 for every spell level. This
means the irregular gets at least 1 spell per day as soon
as he gains access to a level of spells, even if Table 3–12:
Ranger in the Core Rulebook lists 0 for spells per day.
A Nirmathi irregular also learns to draw upon druidic
magic, perhaps from association with the druids of
Crystalhurst or a natural connection to the magic of the
Fangwood. Each day when the ranger prepares spells, he
may choose one druid spell and prepare it as if it were on
the ranger spell list as a ranger spell of its druid spell level.
Oenopion Researcher (Alchemist Archetype)
Nex is known for its advanced magical lore, and the
alchemists of Oenopion are incredibly skilled at making
potions, elixirs, and other materials crucial to the
country’s economy and its monster-creating f leshforges.
A Oenopion researcher has the following class features.
Discoveries: The following discoveries complement
the Oenopion researcher archetype: acid bomb, bottled
ooze*, feral mutagen, infuse mutagen, infusion, sunlight
bomb*. An asterisk (*) indicates a discovery detailed in
Ultimate Magic.
Experimental Mutagen (Su): At 2nd level, an Oenopion
researcher learns how to create an experimental mutagen
that benef its others, though not as well as his normal
mutagen. The experimental mutagen works just like a
standard mutagen, except the natural armor bonus and
the alchemical bonus to the ability score are half normal
(+1 natural armor bonus and +2 to one ability score). The
experimental mutagen has no risk of nauseating a creature
who drinks it. The researcher decides when he creates
the mutagen if it is a standard mutagen (which gives no
benef it if another creature drinks it) or an experimental
mutagen (which does); there is no difference in the cost,
time to create, or any other aspect of the mutagen. If the
researcher has discoveries or other abilities that alter or
increase the benef its of the mutagen, these apply to the
experimental mutagen (though the drinker only gets
half the numerical bonus of the mutagen). This ability
replaces poison use.
Acid Resistance (Ex): At 3rd level, an Oenopion
researcher gains acid resistance 5. This ability replaces
swift alchemy.
Nirmathi Irregular (Ranger Archetype)
The forested country of Nirmathas is known for its
rangers—skilled trackers, marksmen, and silent stalkers
under the leafy canopy. Nirmathas has no formal military,
for her people love their freedom and are reluctant to take
orders from anyone, so her defense falls to individual
scouts and small groups of allied commandos. Many
of Nirmathas’s rangers take the guide or skirmisher
archetypes (see the Advanced Player’s Guide), but some
focus on the magic of stealth. These irregular troops
fight against the frequent invasions by Molthuni soldiers,
striking quickly and melting into the green shadows as soon
as their opponents rally themselves for a counterattack. A
Nirmathi irregular has the following class features.
Weapon and Armor Proficiency: A Nirmathi irregular
is prof icient with all simple and martial weapons and
with light armor. This replaces the normal ranger armor
and weapon prof iciency.
Focused Enemy (Ex): At 1st level, a Nirmathi irregular
selects one favored enemy (usually “humanoid [human]”).
He does not gain additional favored enemies at higher
levels. He does get to increase his favored enemy bonus by
+2 at 5th, 10th, 15th, and 20th level. This otherwise acts as
and replaces the standard favored enemy ability.
Forest Ghost (Ex): At 1st level, a Nirmathi irregular
adds a bonus equal to 1/2 his level on all Perception and
Survival skill checks he makes while located in forest
terrain. This ability replaces wild empathy.
Focused Terrain: At 3rd level, a Nirmathi irregular
selects one favored terrain (usually “forest”). He does not
gain additional favored terrains at higher levels. He does
get to increase his favored terrain bonus by +2 at 8th, 13th,
Primalist (Wizard Archetype)
A primalist is a wizard who has spent a considerable
amount of time studying the chaos that is primal
magic—she seeks order in chaos, and hopes to master the
raw power of primal magic to bolster her own abilities. A
primalist wizard has the following class features.
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Pathfinder Campaign Setting: Inner Sea Magic
Primal Magic (Su): At 1st level, a primalist may attempt
to channel primal magic as a swift action to cast a prepared
spell without losing that spell from its spell slot. Essentially,
a primalist is forcing primal magic into the world and
attempting to shape it into a specific spell effect. To use this
ability, she casts the spell as she would normally, but as the
spell’s effects take place, she makes a concentration check
(DC 20 + double the spell’s level). If she fails this check, she
expends the spell normally as if she had cast it, but its actual
effects are replaced by a primal magic event with a CR equal
to her caster level and she is staggered for 1 round per level
of the spell she was attempting to cast. If she makes this
check, she casts the spell normally and it is not expended
from her prepared spell slot, allowing her to cast that
spell again at a later point.
You may use primal magic in this manner once per
day. This ability replaces arcane bond. At 5th, 10th, 15th,
and 20th level, you can use it an additional time per day.
Enhance Primal Magic Event (Su): At 5th level, when a
primalist triggers a primal magic event, as a swift action
she can increase or decrease its CR by 1. If she makes a
concentration check (DC = 15 + the primal magic event’s
CR), she can instead increase or decrease the CR by 2. If
she reduces a primal magic event’s CR to less than 1, the
event is negated. She can choose to use this ability after
she determines what primal magic event she triggers, but
before she resolves the effects of that event. This ability
replaces the wizard bonus feat acquired at 5th level.
Primal Surge (Su): At 10th level, whenever a primalist
triggers a primal magic event, she rolls the percentile
dice twice to determine the event that occurs and chooses
which one of the two possible events occurs. She becomes
resistant to the effects of primal magic events. Anytime an
event would affect her, the GM rolls 1d20 + the event’s CR
against a DC of 11 + her wizard level. If this roll fails, the
event does not affect her, similar to a creature with spell
resistance ignoring magical effects with an SR check.
If the primal magic event is duplicating the effects of a
spell that does not allow spell resistance (such as create
pit), this resistance does not apply. This ability replaces
the wizard bonus feat acquired at 10th level.
Razmiran Priest (Sorcerer Archetype)
The so-called “priests” of Razmir are magical
charlatans—missionary servants of the Living God who
spread his fervent devotion wherever they travel. Altered
Primalist
38
Spellcasters of the Inner Sea
by Razmir’s magic, he can perform feats impossible for
other sorcerers. A Razmiran priest has the following
class features.
False Piety (Ex): At 1st level, a Razmiran priest gains
Knowledge (religion) and Perform as class skills, but
loses Appraise and Fly as class skills. He adds half his
sorcerer level to Use Magic Device checks to activate spell
trigger and spell completion items that use divine spells.
He gains False Focus as a bonus feat (see page 10). In
addition to replacing Appraise and Fly as class skills, this
ability replaces the priest’s Eschew Materials bonus feat.
Lay Healer (Su): At 3rd level, the Razmiran priest adds
aid to his list of spells known as a 2nd-level spell. At 5th
level, he adds remove disease to his list of spells known as
a 3rd-level spell. This ability replaces the bloodline spells
gained at 3rd level and 5th level respectively.
Razmiran Channel (Su): At 9th level, the Razmiran
priest can use his own magic to power spell completion
and spell trigger items that use divine spells. He expends
a sorcerer spell slot that is at least 1 level higher than
the level of the spell he’s trying to activate, then makes a
Use Magic Device check. If he succeeds, the item’s spell
occurs and the item or charge is not expended. If he
fails, nothing happens. Whether he succeeds or fail, his
spell slot is expended. This ability replaces the bloodline
power gained at 9th level.
or summoned creatures by one-f ifth (+20%) against
creatures that make their saving throw against the effect,
up to a maximum of 100% of the strength. For example,
shadow evocation and shadow conjuration deal 40% normal
damage on a successful save instead of 20%. This ability
replaces the shadowcaster’s 10th-level wizard bonus feat.
Spire Defender (Magus Archetype)
Spire defenders are magi who train themselves to accompany
sages and archaeologists who venture from the Mordant
Spire, acting as aids and bodyguards. Because they often
operate in difficult terrain—narrow trenches in dig sites,
f looded dungeons, and tight corridors in ancient ruins—
spire defenders place mobility and agility at a premium. As
a result, they eschew armor entirely. Most spire defenders
are elves—it’s exceptionally rare for a non-elf to be granted
access to the training required to take this archetype (nonelves need GM approval to take this archetype). A spire
defender has the following class features.
Weapon Proficiency: A spire defender is prof icient with
all light and one-handed simple and martial weapons, as
well as one exotic light or one-handed melee weapon that
has the disarm or trip special feature. This replaces the
magus’s normal weapon prof iciencies.
Bonus Feats (Ex): At 1st level, the spire defender gains
Combat Expertise and Dodge as bonus feats, even if he
doesn’t meet the prerequisites. The spire defender is
not prof icient in any kind of armor or shield. The spire
defender does not have the magus’ ability to ignore arcane
spell failure from armor; however, if the spire defender
becomes prof icient in light armor, he automatically
gains the magus’s ability to ignore the arcane spell
failure chance of light armor. If he becomes prof icient in
medium armor, at 7th level he ignores medium armor’s
chance of arcane spell failure. If he becomes prof icient
in heavy armor, at 13th level he ignores heavy armor’s
chance of arcane spell failure. This replaces the magus’s
normal armor prof iciencies.
Arcane Augmentation (Su): At 4th level, a magus can
expend 1 point from his arcane pool as a swift action to
grant himself a +5 competence bonus for 1 minute to one
of the following skills: Acrobatics, Climb, Escape Artist,
Perception, Stealth, and Swim. For every three levels
beyond 4th, the magus gains another +1 enhancement
bonus, to a maximum of +10 at 19th level. This ability
replaces the spell recall ability.
Shadowcaster (Wizard Archetype)
Trained in the dark mysteries of Nidal’s Umbral Court
and its Kuthonite dogma, your training allows you to
harness the power of shadows to bolster your spellcasting.
A shadowcaster has the following class features.
Shadow Spells (Su): At 1st level, a primalist uses his
shadow to prepare additional spells. He must spend his
entire period of spell preparation in dim illumination to
use this ability. He may prepare a number of additional
spell levels of spells equal to the level of the highestlevel wizard spell he can cast. For example, if he can cast
6th-level wizard spells, he could prepare six 1st-level
spells, two 3rd level-spells, or any similar combination
that adds up to a total of six spell levels. These spells
are stored in his shadow. He can only cast these spells
when he is in an area of normal light or dim light. He
gains Shadowtongue as a bonus language. This ability
replaces arcane bond.
Shadowsight (Ex): At 5th level, a shadowcaster gains
darkvision 60 feet. This ability replaces the shadowcaster’s
5th-level wizard bonus feat.
Shadowy Specialization (Ex): At 10th level, when a
shadowcaster casts shades, shadow conjuration, shadow
evocation, and similar illusion spells that have a listed
fraction of the strength of real effects, he increases
the percentage of damage caused by the spell’s effect
Sword of Valor (Paladin Archetype)
The goddess Iomedae was once a mortal paladin, and
those holy champions who follow her path seek to uphold
her specif ic code of conduct in the hopes of honoring her
name and destroying evil. Valor, justice, and honor are
their lifeblood, and they would sooner cut out their own
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Pathfinder Campaign Setting: Inner Sea Magic
hearts than betray their comrades and faith. A sword of
valor has the following class features.
Iomedae Worshiper: A sword of valor must have
Iomedae as a patron deity.
First Into Battle (Su): At 2nd level, a sword of valor
can spend 1 use of smite evil or lay on hands to act in
the surprise round, even if she is surprised. When the
paladin makes an Initiative check, she gains a bonus
to the check equal to her Charisma bonus. This ability
replaces divine grace.
Prayer of the Fourth Act (Su): At 6th level, by spending 1
minute leading a prayer to Iomedae, the sword of valor can
spend one use of channel energy to give living creatures
in the channel burst temporary hit points equal to the
amount that ability normally heals. These temporary hit
points last for no more than 1 hour. This replaces the
paladin’s mercy gained at 6th level.
Worthy Enemy (Su): At 11th level, when a sword of valor
critically hits an enemy with a smite, the target must make
a Will saving throw (DC = 10 + 1/2 the paladin’s level + the
paladin’s Charisma bonus) or be compelled to surrender
to the paladin, as if affected by a suggestion spell (CL = the
paladin’s level) to lay down arms and give up the f ight.
An enemy that succumbs to this ability remains docile
until it is injured by the paladin or one of his obvious allies,
at which point the compulsion to surrender immediately
ends and the enemy is free to make his own choices
again. If the enemy makes the save, it is not subject to this
ability for 24 hours. Worthy enemy is a mind-affecting
effect. This ability replaces aura of justice.
Tattooed Sorcerer (Sorcerer Archetype)
The tattooed sorcerer has embraced the ancient traditions
of Varisian spellcasting, and uses colorful and intricate
tattoos to enhance her magical powers. A tattooed
sorcerer has the following class features.
Familiar Tattoo (Su): A tattooed sorcerer gains a
familiar as an arcane bond, as a wizard equal to her
sorcerer level. Her sorcerer levels stack with any wizard
or witch levels she possesses when determining the
powers of her familiar—this ability does not allow her to
have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself
into a tattoo that she carries in her f lesh. Transforming
into a tattoo or back to normal familiar form is a move
action for her familiar. In tattoo form, the familiar looks
like a stylized version of itself, but does not count as a
creature separate from the tattooed sorcerer. In tattoo
form it continues to grant its special familiar ability (Core
Rulebook 82), but otherwise has no abilities and can take
no actions except to transform from tattoo into creature.
A familiar tattoo cannot be erased or dispelled. This
ability replaces her 1st-level bloodline power.
Varisian Tattoo (Ex): At 1st level, the tattooed
sorcerer gains Varisian Tattoo (see the Inner Sea World
Guide) as a bonus feat. If she doesn’t have Spell Focus,
she may choose which school of magic her Varisian
Tattoo enhances. This ability replaces her Eschew
Materials bonus feat.
Bloodline Tattoos (Ex): Whenever a tattooed
sorcerer gains a bloodline spell, a new tattoo
manifests on her body to represent this spell.
Her bloodline spells are always enhanced by her
Varisian Tattoo feat, even if they don’t match the
school to which her Varisian Tattoo belongs.
Create Spell Tattoo (Su): At 7th level, a tattooed
sorcerer can create a spell tattoo (see page 16) once per day
with a single touch as a standard action. The recipient of the
Tattooed Sorcerer
40
Spellcasters of the Inner Sea
spell tattoo must be willing to receive the spell tattoo. If she
gives the spell tattoo to herself, it does not count against the
regular limit of magic tattoos she can have. The spell tattoo
must be of a spell that she knows that has no material or
focus component. She can maintain one spell tattoo created
by this ability at a time—if she uses this ability again, the
previous spell tattoo she created fades away. Spell tattoos she
creates with Inscribe Magic Tattoo do not count against this
limit. She can use this ability twice per day at 11th level, and
three times per day at 15th level. This ability replaces the
bloodline feat gained at 7th level.
Enhanced Varisian Tattoo (Su): At 9th level, the tattooed
sorcerer can pick any one spell she knows for which she has
a Varisian Tattoo feat. This spell must be one that lacks
focus components and costly material components. She can
now use that spell as a spell-like ability once per day. This
spell-like ability is not enhanced by her Varisian Tattoo,
but it functions at +2 caster levels above her sorcerer caster
level. Whenever she gains a bloodline power at a later date,
she may change this spell-like ability to another qualifying
spell. This ability replaces the 9th-level bloodline power.
Electrical Resistance (Ex): At 3rd level, a tempest druid
gains electricity resistance 5. As a standard action, she can
transfer this resistance to another creature for 1 hour, after
which time it reverts to her. This ability replaces trackless
step.
Eyes of the Storm (Ex): At 4th level, a tempest druid can
see through 10 feet of magical fog, mist, gas, wind, rain,
or similar inclement weather conditions, ignoring any
concealment it might grant. This distance increases by
5 feet for every 4 levels beyond 4th. This ability replaces
resist nature’s lure.
Bend Bolt (Su): At 9th level, a tempest druid can redirect
nearby electrical attacks. As an immediate action, the druid
can shift the area or target of an electricity attack by 5 feet
in any direction. If the electricity affects an area, the druid
selects one square to be unaffected and an adjacent square
to be affected (if this square is already in the area, this has
no additional effect in that area). If the electricity affects
a target, the druid selects an adjacent target. She cannot
redirect electricity damage conducted to her by physical
contact with an object or creature (such as a shocking grasp or
a shock weapon). She can use this ability a number of times
per day equal to her Charisma bonus.
For example, if she were in the line of a wizard’s lightning
bolt, she could have the spell skip her square and instead
affect an adjacent square, even if this meant the spell did
not form a continuous line. If another druid attacked her
with call lighting, she could shift the targeted bolt to an
adjacent square, hitting a creature in that square (if any).
This ability replaces venom immunity.
Tempest Druid (Druid Archetype)
The hurricane-wracked Sodden Lands are a chaotic strip
of wilderness dotted with tiny fiefdoms ruled by cultists,
cannibals, and scavengers. Druids of Gozreh have tried and
failed many times to repair the devastation caused by the
Eye of Abendego. Today, some druids have come to worship
the storm as an aspect of pure elemental fury in the world.
The tempest druids seek not to venerate the Eye, but to study
and learn its mysteries so they can survive it, and use this
knowledge to protect themselves and others in the Sodden
Lands—or even in lands beyond these reaches where storms
are potent. A tempest druid has the following class features.
Armor and Weapon Proficiencies: A tempest druid
is prof icient with the trident. This is in addition to the
armor and weapon prof iciencies of a normal druid.
Spontaneous Domain Casting: A tempest druid can
channel stored spell energy into domain spells that she
has not prepared ahead of time. She can “lose” a prepared
spell in order to cast any domain spell of the same level
or lower. This replaces the druid’s normal ability to
spontaneously cast summon spells.
Nature Bond (Ex): A tempest druid may not choose an
animal companion, and must instead select a domain
when she gains the Nature Bond ability. A tempest druid
must choose the Air or Weather domain from the Core
Rulebook, the Cloud, Storm, or Wind subdomain from the
Advanced Player’s Guide, or the Aquatic or Swamp domain
from Ultimate Magic.
Sodden Shore Sense (Ex): A tempest druid gains a +4
bonus on Knowledge (nature) and Survival checks in coastal
and marshy lands. This ability replaces nature sense.
Vampire Hunter (Inquisitor Archetype)
Undead are a scourge upon the living. The vampire hunter
believes that the worst of the undead are the ones with
unnatural appetites for f lesh and blood—things that
should persist without feeding, but consume anyway.
Vampires and ghouls are especially dangerous because
they turn their victims into more of their kind, and just
one reckless night-feeder can turn an entire city into a den
of undead.
Vampire hunters use their skills and magic to track
and slay the hungry dead, walking a f ine line between the
purity of good magic and the tempting evil of turning
dark necromancy against the unliving. Rare even in grim
Ustalav, and slain on sight in Nidal and Geb, vampire
hunters lead lonely existences under the constant threat of
becoming that which they live to destroy. A vampire hunter
has the following class features.
Judgment: The following vampire hunter judgments
work differently than those of a standard inquisitor.
Purity: At 10th level, the judgment bonus is doubled
against diseases and energy drain saving throws, but not
curses or poisons.
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Pathfinder Campaign Setting: Inner Sea Magic
Smiting: At 6th level, the vampire hunter’s weapons
count as silver instead of an alignment type.
Silversmith: At 2nd level, a vampire hunter learns
the secrets of crafting silver into dangerous weapons.
She adds a bonus equal to her class level on any Craft or
Spellcraft check made to create a silver item that bypasses
DR/silver, such as alchemical silver, silversheen, or silver
weapon blanch (see the Advanced Player’s Guide). This
ability replaces detect alignment.
Bane (Su): A vampire hunter can only imbue her
weapons with the undead-bane ability, but it persists
even when she isn’t holding the weapon.
Sun Strike (Su): At 5th level, a vampire hunter can infuse
a single weapon she wields with the purifying light of the
sun as a swift action for a number of rounds per day equal
to her inquisitor level. These rounds do not need to be
consecutive. While a weapon is infused with the sun,
it deals +1d6 points of damage to any creature that is
susceptible or vulnerable to sunlight, including many
types of undead (particularly spectres, vampires, and
wraiths). This additional damage also applies to oozes
and fungus-based monsters. A weapon infused with sun
strike sheds illumination as if it were a sunrod.
Varisian Pilgrim (Cleric Archetype)
While most clerics are associated with a particular temple,
adventuring clerics spend much of their time away from
their favored place of worship, and there are those who
worship primarily on the road and during the journey.
These clerics see the act of travel and the arrival at sites
sacred to their religion as valuable, and perhaps more so
than time spent sequestered inside a church. Relatively
common in Varisia, these pilgrims love to travel, typically
on foot or with caravans. While the archetype is called the
“Varisian pilgrim,” this archetype can be selected by any
cleric who prefers to worship while on the move. Whether
or not they are Varisian, these clerics learn a little about
fortune-telling and a lot about people.
A Varisian pilgrim has the following class features.
Fortunate Road: At 1st level, a Varisian pilgrim must
select the Chaos, Community, Liberation, Luck, Travel,
or Weather domain (or the Exploration, Fate, Freedom,
Trade, or Seasons subdomains from the Advanced Player’s
Guide, if available in the campaign) as one of her domains.
If the cleric worships a deity that doesn’t normally grant
one of these domains, she gains access to this domain
but can only pick this one domain—she effectively loses
the option to pick a second domain. As a result, very few
clerics who worship deities who don’t grant access to one
of the domains or subdomains listed above opt to become
Varisian pilgrims. In all other respects, this works like
and replaces the standard cleric’s domain ability.
Caravan Bond (Su): At 1st level, by leading a group
prayer for 1 minute, a Varisian pilgrim can select a
number of traveling companions equal to her cleric level
+ her Wisdom bonus. She may use her domain-granted
powers on any of these traveling companions as if they
were her. She can use these abilities on her traveling
companions at a range of up to 30 feet, even if the ability
normally requires her touch. This ability replaces the
cleric’s prof iciency with medium armor and shields—
she retains prof iciency with light armor only.
Blessing of the Harrow (Su): At 8th level, once per
day the pilgrim may perform a harrowing for herself
or another creature. This is otherwise identical to the
blessing of the harrow from the harrower prestige class
(Inner Sea World Guide 276). This replaces an 8th-level
domain power of the Varisian pilgrim’s choice.
Vampire Hunter
42
Spellcasters of the Inner Sea
Winter Witch (Witch Archetype)
to run or charge on ice. She can move across regular snow
without penalty, and heavy snow only costs her 2 squares
of movement instead of 4.
Frozen Caress (Su): Whenever the winter witch casts a
touch spell, she can infuse the magic with cold as a swift
action. This grants the spell the cold descriptor, and adds
1d4 points of cold damage to the spell’s effect. If the touch
spell allows a saving throw, a successful save negates this
additional cold damage.
The descendents of Baba Yaga rule the frozen realm of
Irrisen, and possess a unique power stemming from their
otherworldly origin and ties to cold magic. This power
is partly magical, partly political, and partly cultural.
Known as winter witches, these scions of Baba Yaga have
not coveted or hidden their secrets, for they understand
the truth that those who see winter witches work their
frozen magic will simply assume the witch works for
Irrisen. By opening their traditions to those who have no
blood connection to Baba Yaga or the rulers of Irrisen,
they spread the notoriety and infamy of their magic far
beyond what they could accomplish on their own. While
winter witches are most commonly encountered in
Irrisen, they can and have been encountered throughout
the Inner Sea region, working to spread their nation’s
notoriety with each frozen spell and manipulative hex. A
winter witch has the following class features.
Familiar: Winter witches must choose a familiar that
is native to the frozen north, even when they themselves
operate in other regions. Traditionally, this limits winter
witch familiar choices to bat, cat, fox, hawk, owl, rat,
raven, or weasel. A winter witch who gains the Improved
Familiar feat can select any familiar she desires, save for
familiars with the f ire subtype.
Cantrips: A winter witch adds ray of frost to her spell
list, but does not automatically learn this cantrip.
Patron: A winter witch must choose her patron
from one of the following patron themes: ancestors*,
deception, enchantment*, endurance, moon*, occult*,
portents*, stars*, transformation, trickery, vengeance*,
water, winter*, or wisdom. An asterisk (*) indicates a
patron theme detailed in Ultimate Magic.
Ice Magic: When a winter witch casts a spell with the
cold descriptor, the save DC of the spell increases by +1.
A winter witch cannot learn or cast spells with the f ire
descriptor at all.
Cold Flesh (Ex): At 1st level, a winter witch gains endure
elements as a constant spell-like ability, but only against
cold temperatures. At 4th level, she gains cold resistance
5, making her comfortable in near-freezing temperatures.
At 9th-level, this increases to cold resistance 10, and at
14th level, it becomes immunity to cold. This replaces the
witch’s 4th-level hex.
Hexes: The following hexes complement the winter
witch archetype: beast eye*, blight, cook people*, evil eye,
feral speech*, hag’s eye, hoarfrost*, ice tomb*, witch’s hut.*
An asterisk (*) indicates a hex detailed in Ultimate Magic.
A winter witch can select the following hexes:
Frostfoot (Su): This ability works like the spider
climb spell, but the surfaces the witch climbs must
be icy. The witch can move across icy surfaces without
penalty and does not need to make Acrobatics checks
Winter Witch
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Pathfinder Campaign Setting: Inner Sea Magic
Prestige Classes
dogged in their pursuit of knowledge, often secretive not
only with outsiders but with one another, as each strives
to uncover a forgotten scrap of lore, uncover a choice bit
of Thassilonian architecture, or present a triumphant
dissertation to his peers in the Order of Cyphers or to
academics half a world away.
Hit Die: d6.
The following prestige classes each present additional
options for arcane and divine spellcasters.
Cyphermage
Based in Riddleport, the cyphermages are students of
ancient history and runic lore, with a particular focus
on the monuments and magics of ancient Thassilon.
cyphermages are respected in some ways for their depth
of knowledge about the history of the region, yet some
people find them dangerously stubborn in their pursuit
of secrets best left lost, or their borderline obsession with
any scrap or fragment of carven rubble. Like the legendary
Cyphergate itself (the rune-carved arch that spans the
entrance to Riddleport’s harbor), much of the labor of the
cyphermages seems to others to be wasted ponderings
searching for hidden meanings and sublime significance
that simply may not exist. Nonetheless, cyphermages are
Requirements
To qualify to become a cyphermage, a character must
fulf ill all the following criteria.
Feats: Cypher Magic (Inner Sea World Guide 284),
Scribe Scroll.
Skills: Knowledge (arcana) 5 ranks, Knowledge (history)
5 ranks, Linguistics 5 ranks.
Languages: Thassilonian, Varisian.
Spells: Able to cast arcane spells.
Class Skills
The cyphermage’s class skills (and the key ability for
each skill) are Appraise (Int), Climb (Str), Disable Device
(Dex), Fly (Dex), Knowledge (all) (Int), Linguistics (Int),
Perception (Wis), Spellcraft (Int), Survival (Wis), and Use
Magic Device (Cha).
Skill Ranks at Each Level: 4 + Int modif ier.
Class Features
The following are class features of the cyphermage
prestige class.
Weapon and Armor Proficiency: A cyphermage gains
no additional weapon or armor prof iciencies.
Spells: When a cyphermage gains a level, he gains
new spells per day as if he had also gained a level in an
arcane spellcasting class he belonged to before he added
the prestige class. He does not, however, gain any other
benef its a character of that class would have gained. This
essentially means that he adds the level of cyphermage
to the level of whatever other arcane spellcasting class
he has.
If the character had more than one arcane spellcasting
class before he became a cyphermage, he must choose
which class he adds each cyphermage level to for the
purposes of determining spells per day.
Cypher Lore: As a cyphermage gains levels, he begins
mastering written magic such as scrolls, glyphs, and
symbols. He also begins to discover ancient Thassilonian
magics that further bolster his power. These discoveries
are known collectively as cypher lore. Each level, the
cyphermage learns a new way to enhance his magic,
chosen from the list of cipher lores given below.
Analyze Scroll (Su): As a free action, a cyphermage can
automatically discern the contents of a magic scroll, as if
he were using read magic. He gains an insight bonus equal
Cyphermage
44
Spellcasters of the Inner Sea
Cyphermage
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base Attack Bonus Fort Save
+0
+0
+1
+1
+1
+1
+2
+1
+2
+2
+3
+2
+3
+2
+4
+3
+4
+3
+5
+3
Ref Save
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
Will Save
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
to his cyphermage level on Use Magic Device checks made
to cast spells from scrolls.
Bypass Symbol (Su): When a cyphermage makes a save
against a magical glyph, symbol, sigil, or similar written
trap, as an immediate action he may attempt a Spellcraft
check against the same DC to delay the trap’s effects for
1d6 rounds. Once the delay is over, the trap has its normal
effect. The cyphermage must be at least 8th-level to select
this lore.
Defensive Scrollcaster (Ex): A cyphermage gains a +4
bonus on concentration checks to cast defensively when
casting spells from scrolls.
Enhance Scroll (Su): As a swift action, a cyphermage
can cause any scroll spell he reads to function using his
caster level rather than the scroll’s caster level. He can
use this ability a number of times per day equal to 1/3 his
cyphermage level (minimum 1).
Extended Scroll (Su): As a swift action, a cyphermage
can double the duration of any scroll spell he reads as
if the spell were modif ied by Extend Spell. He can use
this ability a number of times per day equal to 1/3 his
cyphermage level (minimum 1).
Focused Scroll (Su): As a swift action, a cyphermage can
add a bonus equal to twice his Intelligence modifier on any
caster level checks made with a scroll spell, including checks
to overcome SR. He can use this ability a number of times
per day equal to 1/3 his cyphermage level (minimum 1).
Giant’s Master (Ex): The cyphermage has unraveled
several of Thassilon’s methods of commanding and
controlling giants. As a swift action, whenever he uses
a mind-affecting spell or effect on a humanoid with
the giant subtype, he increases his spell DC by +2. The
cyphermage must be at least 6th-level to select this lore.
Glyph Finder (Ex): A cyphermage can locate glyphs
of warding, symbols, and similar magical spell traps
that utilize writing as if he were a rogue. He can use
Perception or Knowledge (arcana) to notice such traps,
and can use Disable Device or Spellcraft to disable these
types of traps.
Special
Cypher lore
Cypher lore
Cypher lore
Cypher lore
Cypher lore
Cypher lore
Cypher lore
Cypher lore
Cypher lore
Cypherlord
Spells
+1 level of arcane spellcasting class
+1 level of arcane spellcasting class
+1 level of arcane spellcasting class
+1 level of arcane spellcasting class
+1 level of arcane spellcasting class
+1 level of arcane spellcasting class
+1 level of arcane spellcasting class
+1 level of arcane spellcasting class
+1 level of arcane spellcasting class
+1 level of arcane spellcasting class
Insightful Scroll (Su): As a swift action, a cyphermage
can alter a spell he’s casting from a scroll to use his own
spellcasting ability score (Intelligence for wizards, and so
on) and relevant feats to set the DC for the spell. He can
use this ability a number of times per day equal to 1/3 his
cyphermage level (minimum 1).
Rune Trap (Ex): Whenever the cyphermage casts a spell
that creates a trap that uses magical writing (such as
explosive runes, illusory script, sepia snake sigil, or a symbol),
as a swift action he may include Thassilonian runes in
the writing. This adds +4 to the Perception DCs to notice
it, Disable Device DCs to disarm it, and caster level DCs
to dispel it. The cyphermage must be at least 6th-level to
select this lore.
Swift Scrivener (Ex): The cyphermage may scribe up to
two scrolls per day, so long as the total market price of
all scrolls scribed that day does not exceed 1,000 gp. The
cyphermage reduces the casting time of all symbol spells
to 1 minute.
Swift Scroll (Ex): The cyphermage does not provoke
attacks of opportunity when retrieving a stored scroll. If
the cyphermage moves at least 10 feet, he may retrieve a
scroll as a free action as part of his move.
Thassilonian Summoning (Ex): The cyphermage has
learned how to summon strange creatures to his aid
when he casts certain summon monster spells. He adds
sinspawn* to the list of monsters he can conjure with
summon monster III, lamia to the list of monsters he can
conjure with summon monster VI, and shining child* to
the list of monsters he can conjure with summon monster
IX (monsters marked with an asterisk [*] are detailed in
Pathfinder Bestiary 2). The cyphermage must be at least
6th-level to select this lore.
Cypherlord (Su): At 10th level, a cyphermage gains
a +5 insight bonus on saving throws against the effects
of magical symbols, glyphs, sigils, and similar writingbased spells and traps. He selects one of his cypher lore
abilities that requires a swift action to activate; thereafter,
he may activate that ability as a free action.
45
41
Pathfinder Campaign Setting: Inner Sea Magic
Divine Scion
prestige class. She does not, however, gain any other
benef its a character of that class would have gained. This
essentially means that she adds the level of divine scion
to the level of whatever other divine spellcasting class
she has.
If the character had more than one divine spellcasting
class before she became a divine scion, she must choose
which class she adds each divine scion level to for the
purposes of determining spells per day.
Opposition Alignment (Ex): A divine scion must
pick one of the following alignment subtypes as her
opposition alignment: chaotic, evil, good, or law. The
opposition alignment she chooses must be one that she
does not possess as part of her own alignment. She gains
a +1 bonus on caster level checks made to overcome spell
resistance of creatures with that alignment subtype.
Domain Specialization (Su): At 3rd level, a divine scion
selects a domain granted by her deity—this domain
becomes the divine scion’s chosen specialization in
representing her deity. Although most divine scions pick
domains that they’ve gained from other classes (such as
cleric), they don’t have to do so. Every time a divine scion
casts a domain spell from her specialized domain, she
heals damage equal to twice the spell’s level.
In addition, each domain specialization grants a spell-like
ability (which functions at a caster level equal to the divine
scion’s total character level) and a permanent sacred bonus
(or profane, if the divine scion is evil) on a single type of d20
roll. The specific spell-like abilities and bonuses granted are
listed below. Spells marked with an asterisk (*) are detailed
in the Advanced Player’s Guide, while spells marked with two
asterisks (**) are detailed in Ultimate Magic.
Air: f ly 1/day; +4 on Fly checks
Animal: beast shape I 1/day; +4 on Handle Animal checks
Artifice: crafter’s fortune* 3/day; +4 on Craft checks
Chaos: detect law constant; +2 on Will saves
Charm: beguiling gift* 3/day; +4 on Diplomacy checks
Community: tongues 1/day; +4 on Diplomacy checks
Darkness: shadow weapon** 3/day; +4 on Perception checks
Death: murderous command** 3/day; +2 on Fortitude saves
Destruction: break* 3/day; +4 on Intimidate checks
Earth: stone fist* 3/day; +4 on Survival checks
Evil: detect good constant; +2 on Will saves
Fire: f lame arrow 1/day; +4 on Acrobatics checks
Glory: archon’s aura** 1/day; +4 on Intimidate checks
Good: detect evil constant; +2 on Will saves
Healing: symbol of healing** 1/day; +4 on Heal checks
Knowledge: identify 3/day; +4 on Knowledge checks
(choose one)
Law: detect chaos constant; +2 on Will saves
Liberation: remove sickness** 3/day; +4 on Escape
Artist checks
Luck: divine favor 3/day; +2 on Ref lex saves
Many are the mortals who serve the gods, in small
ways and large. Some give offerings to many divinities
in hopes of appeasing them all, while others serve one
faithfully and exclusively, even zealously. A few, however,
are instead chosen by their deities to fulf ill sacred
missions. Some are merely graced with the anointing
spirit of divinity, while a few are the literal scions of their
divine patrons, by-blows of a dalliance with mortals.
Whatever the source, these are the few who can, with
the proper training, become divine scions. The spark of
divinity animates their every deed, and voices whisper
secrets and commands that were never meant for the
ears of others. Divine scions may frustrate the orthodox
hierarchy of their faith, as they represent an end-run
around the ecclesiastical structures of the church.
Their calling comes directly from their deity, and their
orders supersede any earthly authority. Of course, many
more claim such direct visitation and commission than
actually have been touched by the divine, but it is risky to
defy or deny any who claim it.
Hit Die: d8.
Requirements
To qualify to become a divine scion, a character must
fulf ill all the following criteria.
Feats: Iron Will, Weapon Focus (deity’s favored weapon)
Skills: Knowledge (planes) 5 ranks, Knowledge (religion)
5 ranks, Spellcraft 5 ranks
Spells: Able to cast divine spells.
Deity: Must have a patron deity.
Alignment: Must be identical to patron deity’s.
Class Skills
The divine scion’s class skills (and the key ability for each
skill) are Diplomacy (Cha), Fly (Dex), Knowledge (planes)
(Int), Knowledge (religion) (Int), Perception (Wis), Perform
(Cha), Profession (Wis), and Spellcraft (Int).
Skill Ranks at Each Level: 2 + Int modif ier.
Class Features
The following are class features of the divine scion
prestige class.
Weapon and Armor Proficiency: A divine scion gains
no additional weapon or armor prof iciencies. She can
select Greater Weapon Focus, Weapon Specialization, and
Greater Weapon Specialization as feats once she qualif ies
for them normally (although she does not have to fulf ill
the prerequisite of having f ighter levels in order to select
these feats).
Spells: When a divine scion gains a level, she gains new
spells per day as if she had also gained a level in a divine
spellcasting class she belonged to before she added the
46
Spellcasters of the Inner Sea
Divine Scion
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base Attack Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort Save Ref Save Will Save
+0
+0
+1
+1
+1
+1
+1
+1
+2
+1
+1
+2
+2
+2
+3
+2
+2
+3
+2
+2
+4
+3
+3
+4
+3
+3
+5
+3
+3
+5
Madness: fumbletongue** 3/day; +4 on Bluff checks
Magic: detect magic constant; +4 on Spellcraft checks
Nobility: command 1/day; +4 on Diplomacy checks
Plant: speak with plants 1/day; +2 on Fortitude saves
Protection: wrathful mantle* 1/day; +1 to Armor Class
Repose: sanctify corpse 3/day; +2 on Fortitude saves
Rune: comprehend languages 3/day; +4 on Linguistics checks
Scalykind: summon nature’s ally III (reptilian creatures
only), 1/day; +2 on Ref lex saves
Strength: burst bonds* 3/day; +4 on combat maneuver checks
Sun: daylight 1/day; +4 on Perception checks
Travel: expeditious retreat 3/day; +4 on Acrobatics checks
Trickery: glibness 1/day; +4 on Stealth checks
Void: deeper darkness 1/day; +4 on concentration checks
War: true strike 3/day; +1 on weapon damage rolls
Water: water walk 1/day; +4 on Swim checks
Weather: cloak of winds* 1/day; +4 on Survival checks
Special
Opposition alignment
—
Domain specialization
Divine wrath
—
—
Deific defense
Divine awe
—
True scion
Spells
+1 level of divine spellcasting class
+1 level of divine spellcasting class
+1 level of divine spellcasting class
+1 level of divine spellcasting class
+1 level of divine spellcasting class
+1 level of divine spellcasting class
+1 level of divine spellcasting class
+1 level of divine spellcasting class
+1 level of divine spellcasting class
+1 level of divine spellcasting class
5. Finally, she permanently increases her Wisdom or
Charisma score (her choice) by +1.
Divine Wrath (Su): At 4th level, a divine scion’s
damaging spells deal +1 point of damage per die against
creatures with an alignment subtype that matches the
divine scion’s opposition alignment.
Deific Defense (Su): At 7th level, a divine scion gains
DR 2, bypassed by attacks with the alignment subtype of
her opposition alignment (so a divine scion with “evil” as
her opposition alignment gains DR 2/evil).
Divine Awe (Su): At 8th level, a divine scion’s spells
can stagger creatures that match the alignment subtypes
of the divine scion’s opposition alignment. When such
a creature is affected by a divine scion’s spell, it is
staggered for 1 round if it fails its save against that spell.
If the creature makes its save (or if the spell doesn’t allow
a saving throw), this ability has no effect.
True Scion: At 10th level, a divine scion becomes a true
scion of her deity. The amount of healing she gains from
her domain specialization doubles. Her divine wrath
ability now deals +2 points of damage per die against
creatures of the appropriate alignment. The damage
reduction granted by her deif ic defense increases to
Divine Scion
47
41
Pathfinder Campaign Setting: Inner Sea Magic
Spells
48
Spells
T
4th-Level Bard Spells
he following lists summarize all of the new spells
presented in this book. An M or F appearing at the
end of a spell’s name in the spell lists denotes a
material or focus component not normally included in a
spell component pouch.
Order of Presentation: These lists present the spells in
alphabetical order by name, except when a spell’s name
begins with “greater,” in which case it is alphabetized
under the base spell name.
Hit Dice: The term “Hit Dice” is used synonymously
with “character levels” for effects that affect a specif ic
number of Hit Dice of creatures.
Caster Level: A spell’s power often depends on caster
level, which is def ined as the caster’s class level for the
purpose of casting a particular spell. The word “level”
in the short spell descriptions that follow always refers
to caster level.
Creatures and Characters: “Creature” and “character”
are used synonymously in the short descriptions.
Kiss of the First World M : Grant living creatures enhanced
life or undead creatures debilitating conditions.
Song of Kyonin: Your bardic performance heals allies.
5th-Level Bard Spells
Bladed Dash, Greater: Swiftly move 30 feet and attack all
foes along the way.
Music of the Spheres: Grant fast healing, resistance, and save
bonuses to all creatures in a 20-foot radius from you.
Cleric Spells
1st-Level Cleric Spells
Weaponwand F: Merge a magic wand with a weapon to
wield both simultaneously.
2nd-Level Cleric Spells
Martyr’s Bargain: Delay immediate damage to yourself
from a spell to take maximum damage later.
Alchemist Spells
3rd-Level Cleric Spells
2nd-Level Alchemist Spells
Light of Iomedae: Illuminate undead, negate channel
resistance, and inf lict –2 penalty vs. positive energy.
Tattoo Potion M : Cause a potion to turn into a spell tattoo
when it is drunk.
4th-Level Cleric Spells
3rd-Level Alchemist Spells
Crusader’s Edge: Weapon gains evil outsider bane quality
plus other benef its against evil outsiders.
Forceful Strike: Empower a melee weapon to deal 1d4
force damage/level and bull rush on one hit.
Shadow Barbs: Creates a shadowy vicious spiked chain that
radiates darkness around you.
Suppress Primal Magic: Prevent primal magic events
from occurring in a 10-ft. radius around you.
Orchid’s Drop M : Heal 2d10 points of damage when you
drink a mutagen, gain +2 bonus on saves.
Bard Spells
1st-Level Bard Spells
Call Weapon: Telekinetically gain control of a weapon
wielded by a nearby ally.
Transfer Tattoo: Move a magic tattoo from one creature
to another.
Weaponwand F: Merge a magic wand with a weapon to
wield both simultaneously.
5th-Level Cleric Spells
Geniekind: Gain your choice of genie-themed powers.
Khain’s Army: 1d4+1 ghouls and 1 ghast f ight for you and
explode when killed to deal damage.
Siphon Magic: Transfers a magical effect from touched
creature to yourself.
2nd-Level Bard Spells
6th-Level Cleric Spells
Bladed Dash: Swiftly move 30 feet and attack one foe
along the way.
Pugwampi’s Grace: One creature rolls 2d20 whenever it
needs to roll a d20, and must take the lower result.
Tattoo Potion M : Cause a potion to turn into a spell tattoo
when it is drunk.
Eaglesoul: Grants combat bonuses against evil creatures,
particularly against evil outsiders.
Impart Mind M: Grant temporary intelligence and powers
to a magic item.
Music of the Spheres: Grant fast healing, resistance, and save
bonuses to all creatures in a 20-foot radius from you.
3rd-Level Bard Spells
8th-Level Cleric Spells
Martial Marionette: Manipulate foe’s limbs to hamper its
attacks and provide you cover.
Spellscar: Infuse area with primal magic.
49
51
Pathfinder Campaign Setting: Inner Sea Magic
Druid Spells
2nd-Level Magus Spells
Bladed Dash: Swiftly move 30 feet and attack one foe
along the way.
3rd-Level Druid Spells
Ice Spears: Cause icy spears to strike foes for 2d6 piercing
and 2d6 cold damage; can knock foes down.
Vengeful Comets: Creates 1 comet/4 levels; provides f ire
protection and shoots comets at spellcasting foes.
3rd-Level Magus Spells
Shining Cord M: Immaterial cord connects you and foe, and
deals 1d6 force damage/2 levels to first person to move
more than 30 feet away.
4th-Level Druid Spells
4th-Level Magus Spells
Blast Barrier: Creates unstable wall for cover that
eventually explodes for 2d6 slashing damage plus 1d6
sonic/3 levels.
Kiss of the First World M : Grant living creatures enhanced
life or undead creatures debilitating conditions.
Zone of Foul Flames: Creatures in zone take damage
from their own f ire spells; makes casting f ire spells
diff icult.
Forceful Strike: Empower a melee weapon to deal 1d4
force damage/level and bull rush on one hit.
5th-Level Magus Spells
Bladed Dash, Greater: Swiftly move 30 feet and attack all
foes along the way.
Impart Mind M : Grant temporary intelligence and powers
to a magic item.
5th-Level Druid Spells
Geniekind: Gain your choice of four different geniethemed appearances and powers.
Paladin Spells
2nd-Level Paladin Spells
Inquisitor Spells
Light of Iomedae: Illuminate undead, negate channel
resistance, and inf lict –2 penalty vs. positive energy.
Martyr’s Bargain: Delay immediate damage to yourself
from a spell to take maximum damage later.
1st-Level Inquisitor Spells
Weaponwand F: Merge a magic wand with a weapon to
wield both simultaneously.
4th-Level Paladin Spells
2nd-Level Inquisitor Spells
Crusader’s Edge: Weapon gains evil outsider bane quality
plus other benef its against evil outsiders.
Eaglesoul: Grants combat bonuses against evil creatures,
particularly against evil outsiders.
Forceful Strike: Empower a melee weapon to deal 1d4
force damage/level and bull rush on one hit.
Hunter’s Lore: Take 20 on Knowledge checks to learn
monster’s weaknesses.
3rd-Level Inquisitor Spells
Light of Iomedae: Illuminate undead, negate channel
resistance, and inf lict –2 penalty vs. positive energy.
Ranger Spells
4th-Level Inquisitor Spells
Crusader’s Edge: Weapon gains evil outsider bane quality
plus other benef its against evil outsiders.
Forceful Strike: Empower a melee weapon to deal 1d4
force damage/level and bull rush on one hit.
Shadow Barbs: Creates a shadowy vicious spiked chain that
radiates darkness around you.
1st-Level Ranger Spells
Call Weapon: Telekinetically gain control of a weapon
wielded by nearby ally.
2nd-Level Ranger Spells
Hunter’s Lore: Take 20 on Knowledge checks to learn
monster’s weaknesses.
Magus Spells
3rd-Level Ranger Spells
1st-Level Magus Spells
Blast Barrier: Create unstable wall for cover that eventually
explodes for 2d6 slashing plus 1d6 sonic/3 levels.
Vex Giant: Deal more damage, gain a +4 bonus on combat
maneuver checks, and avoid attacks of opportunity
against larger foes
Call Weapon: Telekinetically gain control of a weapon
wielded by nearby ally.
Weaponwand F: Merge a magic wand with a weapon to
wield both simultaneously.
50
Spells
Sorcerer/Wizard Spells
8th-Level Sorcerer/Wizard Spells
Spell Absorption, Greater: Counterspell a 3rd-level or
lower-level spell to regain some spellcasting power.
Spellscar: Infuse area with primal magic.
1st-Level Sorcerer/Wizard Spells
Transfer Tattoo: Move a magic tattoo from one creature
to another.
9th-Level Sorcerer/Wizard Spells
2nd-Level Sorcerer/Wizard Spells
Aroden’s Spellbane F: Prevent 1 spell per 5 levels from
working in a 10-foot emanation.
Eldritch Conduit: Use an enemy as a point of origin for a
cone, cylinder, line, or sphere spell.
Fleshcurdle: Cause target’s limbs to mutate to hamper
attacks, defense, or movement.
Tattoo Potion M : Cause a potion to turn into a spell tattoo
when it is drunk.
Summoner Spells
5th-Level Summoner Spells
Eaglesoul: Grants combat bonuses against evil creatures,
particularly against evil outsiders.
Geniekind: Gain your choice of four different geniethemed appearances and powers.
3rd-Level Sorcerer/Wizard Spells
Blast Barrier: Creates unstable wall for cover that
eventually explodes for 2d6 slashing damage plus 1d6
sonic/3 levels.
Ice Spears: Cause icy spears to strike foes for 2d6 piercing
and 2d6 cold damage; can knock foes down.
Pugwampi’s Grace: One creature rolls 2d20 whenever it
needs to roll a d20, and must take the lower result.
Vengeful Comets: Creates 1 comet/4 levels; provides f ire
protection and shoots comets at spellcasting foes.
Witch Spells
1st-Level Witch Spells
Transfer Tattoo: Move a magic tattoo from one creature
to another.
4th-Level Sorcerer/Wizard Spells
2nd-Level Witch Spells
Geb’s Hammer: Use destroyed undead to smash foes for
1d6 damage per 3 levels.
Suppress Primal Magic: Prevent primal magic events
from occurring in a 10-ft. radius around you.
Shadow Barbs: Creates a shadowy vicious spiked chain that
radiates darkness around you.
Eldritch Conduit: Use an enemy as a point of origin for a
cone, cylinder, line, or sphere spell.
Tattoo Potion M : Cause a potion to turn into a spell tattoo
when it is drunk.
3rd-Level Witch Spells
Ice Spears: Cause icy spears to strike foes for 2d6 piercing
and 2d6 cold damage; can knock foes down.
Pugwampi’s Grace: One creature rolls 2d20 whenever it
needs to roll a d20, and must take the lower result.
5th-Level Sorcerer/Wizard Spells
Geniekind: Gain your choice of four different geniethemed appearances and powers.
Khain’s Army: 1d4+1 ghouls and 1 ghast f ight for you and
explode when killed to deal damage.
Siphon Magic: Transfers a magical effect from touched
creature to yourself.
Spell Absorption: Counterspell a 3rd-level or lower-level
spell to regain some spellcasting power.
4th-Level Witch Spells
Blast Barrier: Creates unstable wall for cover that
eventually explodes for 2d6 slashing damage plus 1d6
sonic/3 levels.
Geb’s Hammer: Use destroyed undead to smash foes for
1d6 damage per 3 levels.
6th-Level Sorcerer/Wizard Spells
5th-Level Witch Spells
Eldritch Conduit, Greater: Use multiple enemies as points
of origin for cone, cylinder, line, or sphere spells.
Impart Mind M : Grant temporary intelligence and powers
to a magic item.
Khain’s Army: 1d4+1 ghouls and 1 ghast f ight for you and
explode when killed to deal damage.
Siphon Magic: Transfers a magical effect from touched
creature to yourself.
7th-Level Sorcerer/Wizard Spells
6th-Level Witch Spells
Hungry Darkness: As deeper darkness, but inf licts 3d6
force damage and 2 Con damage per round; victims
continue to bleed after leaving darkness.
Eldritch Conduit, Greater: Use multiple enemies as points
of origin for cone, cylinder, line, or sphere spells.
51
51
Pathfinder Campaign Setting: Inner Sea Magic
Spells
does not provoke attacks of opportunity. You may make a
single melee attack at your highest base attack bonus against
any one creature you are adjacent to at any point along this 30
feet. You gain a circumstance bonus on your attack roll equal
to your Intelligence or Charisma modifier, whichever is higher.
You must end the bonus movement granted by this spell in
an unoccupied square. If no such space is available along the
trajectory, the spell fails. Despite the name, the spell works
with any melee weapon.
The following spells are presented in alphabetical order,
with the exception of those whose names begin with
“greater.” These spells are alphabetized after the base
spell name instead.
Aroden’s Spellbane
School abjuration; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S, F (cold iron scepter worth at least 1,000 gp)
Range 10 ft.
Area 10-ft.-radius emanation, centered on you
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance see text
One of many spells originally created by the Last Azlanti
before he became a god, Aroden’s spellbane creates an area
within which spells selected by you simply do not function.
Select one spell per five caster levels at the time of casting.
The spells selected cannot be changed after the spell is
cast. Aroden’s spellbane otherwise functions like antimagic
field, except its emanation only prevents the functioning
of the selected spells. Only the exact spells mentioned are
affected—a spellbane set to prevent the casting of summon
nature’s ally II would not prevent castings of summon nature’s
ally I or summon nature’s ally III. If you move into an area
where a previously cast spell you have selected as a banned
spell is in effect, that spell is affected as if by antimagic
field. If the spell affects a summoned creature that has spell
resistance, you must make a caster level check against the
creature’s spell resistance to make it wink out.
Aroden’s spellbane can even negate an antimagic field,
another Aroden’s spellbane, or any spell that specifies immunity
to antimagic field (such as wall of force, prismatic sphere,
and prismatic wall). Multiple spellbane effects can overlap.
Their effects stack, preventing the functioning of every spell
targeted by any of the multiple spellbane emanations. Spell
effects created by artifacts or deities cannot be suppressed by
Aroden’s spellbane.
Bladed Dash, Greater
School transmutation; Level bard 5, magus 5
This spell functions like bladed dash, save that you can make a
single melee attack against every creature you pass during the
30 feet of your dash. You cannot attack an individual creature
more than once with spell.
Blast Barrier
School transmutation (sonic); Level druid 4, ranger 3,
sorcerer/wizard 3, witch 4
Casting Time 1 standard action
Components V, S, M (handful of snow, earth, or gravel)
Range close (25 ft. + 5ft./2 levels)
Effect 1-ft.-thick wall up to 10 ft. high by 20 ft. wide
Duration concentration, up to 1 round/2 levels
Saving Throw Reflex half (see below); Spell Resistance yes
(see below)
Originally used by the winter witches on the field of battle
in the early days of Irrisen, blast barrier has entered the oral
traditions of many northern barbarian tribes as legends of
winter witches possessing powers to bend the very ground
of a battlefield to their will. Blast barrier, however, has proven
to be an exceptionally versatile spell as far as terrains are
concerned, for it works equally well in swamps, deserts, or any
region where the ground is soft or easy to shape.
When you cast blast barrier, you cause a rippling wall of
loose earth, mud, snow, sand, or gravel to spring up in a
designated space within the spell’s range. This wall provides
total cover to all Large or smaller creatures and objects. The
barrier can only spring up in an area of natural, unworked
ground. The energy that forms the wall’s matrix is unstable,
and you must concentrate to maintain the wall’s shape. A
blast barrier has an AC of 9, hardness 0, and 5 hit points per
caster level. When a blast barrier reaches 0 hit points, or when
you cease concentrating on maintaining it, the energies that
maintain the barrier’s shape fail with explosive results, sending
sharp chunks of the materials comprising the wall and magical
energy out along both sides. Any creature that is adjacent to
a blast barrier when it explodes takes 2d6 points of slashing
damage and 1d6 points of sonic damage per 3 caster levels
(maximum 6d6). A successful Reflex save halves the total
damage done. Spell resistance applies as well.
This instability can make using a blast barrier risky, but
Bladed Dash
School transmutation; Level bard 2, magus 2
Casting Time 1 standard action
Components V
Range personal
Target you
Duration instantaneous
Both Quantium and Jalmeray claim that this spell was born
in their arcane universities. Regardless of the spell’s origin,
it quickly spread throughout the Inner Sea and beyond as
spellcasting sword-fighters learned of its existence.
When you cast this spell, you immediately move up to 30
feet in a straight line any direction, momentarily leaving a
multi-hued cascade of images behind you. This movement
52
Spells
Eaglesoul
many of the spellcasters that pioneered the spell became
experts at its tactical applications, often using the barriers to
cover an escape while lobbing spells and parting shots, hoping
to trigger the barrier’s destruction just as their would-be
pursuers approached.
School conjuration (summoning) [good]; Level cleric 6,
paladin 4, summoner 5
Casting Time 1 standard action
Components V, S, M (vellum inscribed with good outsider’s name)
Range personal
Target you
Duration 1 hour/level (see below)
As the Inner Sea’s bravest men and women answered the call
of what became the Second Mendevian Crusade, constructing
the wardstones that eventually kept the brutal chaos of the
Worldwound at bay, they realized that they needed help
beyond traditional magics.
Legends say that the first eaglesoul spell was created
when an agathion avoral joined his own spirit with that of
Call Weapon
School transmutation; Level bard 1, magus 1, ranger 1
Casting Time 1 swift action
Components V, S
Range 30 feet
Target one melee weapon wielded by an ally
Duration instantaneous
This spell first rose to prominence among the elves of
Kyonin in the war to retake their ancestral land from the
demon lord Treerazer and his minions. Elite units of elven
magi entered battle with this spell prepared to shield fallen
comrades or stand firm against fell foes. As the elven
presence returned to the world, this spell spread throughout
the Inner Sea and beyond.
When you cast this spell, you cause a weapon wielded by
an ally within 30 feet to telekinetically fly across the space
between you and into your open hand. This extra energy
persists in the weapon for the rest of the round, granting you
a +2 circumstance bonus on attack rolls and weapon damage
rolls made during the same round you cast this spell.
If the ally targeted for this spell is unwilling to give up
her weapon, the spell fails. An unconscious or dying ally is
considered a “willing” target so long as the weapon to be
called is still in contact with the ally’s body.
Crusader’s Edge
School transmutation [good]; Level cleric 4, inquisitor 4,
paladin 4
Casting Time 1 standard action
Components V, S, M (dried blood from an evil outsider,
sprinkled on the weapon)
Range touch
Target melee weapon touched
Duration 1 minute/level
Saving Throw Fortitude negates; Spell Resistance no
This spell was created by the paladins of the Mendevian
Crusades, and co-opted by inquisitors and rangers dedicated
to tracking and fighting demons, devils, and other evil
extraplanar creatures.
When you cast this spell on a melee weapon you imbue it
with a powerful holy energy, granting the weapon the bane
weapon quality against evil outsiders. Furthermore, whenever
you score a successful critical hit against an outsider with the
evil subtype, you not only deal normal critical damage with the
weapon but also nauseate the outsider for 1d3 rounds—the
outsider can reduce this nauseated condition to sickened for 1
round with a successful Fortitude save.
Bladed Dash
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Pathfinder Campaign Setting: Inner Sea Magic
a courageous paladin who was about to be overwhelmed
on the field of battle. The holy knight used the combined
might of the agathion’s great strength and his own to win
the day for the crusaders. Now, although the spell is still
in use chiefly among those that patrol the borders of the
Worldwound, other champions of good have carried it with
them to all corners of the Inner Sea region.
When you cast this spell, you reach into the great beyond
and beseech a good-aligned outsider for their aid against evil.
The outsider infuses a small portion of its own power into you,
making you a powerful force for good. You gain a +2 morale
bonus on all Perception checks made against evil creatures,
a +2 bonus on Initiative checks, and detect evil as a constant
spell-like ability.
In addition, once during the spell’s duration you can call
forth a surge of holy power when fighting an evil creature.
Doing so is a swift action that shortens the spell’s remaining
duration so that its remaining hours of duration become
rounds of duration. For the rest of this duration, the surge of
power grants you the following benefits:
• A +2 sacred bonus to AC
• A +4 sacred bonus to Strength
• Resistance 5 to acid and fire
• A +5 sacred bonus on all Intimidate checks made against
evil creatures
• Fast healing 2
• Any critical threat roll made against an evil creature with a
weapon you wield is automatically confirmed.
Although this surge of power can be activated against any
evil opponent, this ability activates automatically as soon as you
attack any evil outsider, regardless of whether you hit or not, and
regardless of whether you actually recognize that the target is in
fact an evil outsider. In such cases the activation is a free action.
Nongood spellcasters can cast this spell, but doing so
causes them to be sickened (for spellcasters who are neither
good nor evil) or staggered (for spellcasters who are evil) for
the spell’s duration.
Eldritch Conduit
School transmutation; Level sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M (a small mirror)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
Originally created by a disciple of the archwizard Nex, this
spell was used to turn enemy soldiers in Geb’s undead
armies into conduits capable of blasting spell energy
back into the far reaches of the Gebite lines. Since then,
it has become a favorite among arcane casters with an
understanding of battlefield tactics.
If the target of this spell fails to resist its effects with a
Will save, he becomes outlined in faint radiance, as if via
faerie fire. At any time before the eldritch conduit expires,
you may cast another spell with an area effect of cone,
cylinder, line, or sphere and use the subject of the eldritch
conduit as the point of origin for that spell. Doing so
ends the spell immediately. The target must be within
close range (25 feet + 5 feet/2 levels) in order for you to use the
conduit—if the target moves out of range, the eldritch conduit
effect persists but cannot be utilized by you until you get back
within range.
Fleshcurdle
Eldritch Conduit, Greater
School transmutation; Level sorcerer/wizard 6, witch 6
Range medium (100 ft. + 10 ft./level)
Area one creature/level, no two of which can be more than
30 ft. apart
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Spells
Duration 1 minute/level
This spell functions like eldritch conduit save for the differences
listed above and that the target must be within medium range
(100 ft. + 10 ft./level) in order for you to use the conduit. Using
a creature as a conduit for a spell ends the greater eldritch
conduit effect on that creature, but does not end the effect for
other eldritch conduits.
it defeats the target’s CMD. A successful Fortitude save
halves the force damage and negates the bull rush effect.
Geb’s Hammer
School necromancy; Level sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, M (a leather glove coated in dried
embalming herbs)
Range close (25 ft. + 5 ft./2 levels)
Effect sphere of undead remains composed of 3 or more
destroyed undead
Duration 1 round/level
Saving Throw none; Spell Resistance yes
Centuries of war with Nex trained the necromancers of Geb
to extract every last resource from the mindless undead that
make up most of Geb’s rank-and-file troops.
When you cast this spell, you draw the remains of nearby
destroyed undead together and fuse them into a mass of flesh
and bone you can then hurl at any foes within range. Three
corpses within range of the spell are required for the spell
to function. Geb’s hammer can be directed to attack one foe
within range per round as a move action. It uses your caster
level as its base attack bonus, modified by your Intelligence,
Wisdom, or Charisma modifier (whichever one is highest). On
a hit, the corpse hammer deals 1d6 points of damage per three
caster levels (to a maximum of 6d6 points of damage).
Geb’s hammer also has secondary effects based on the
nature of the three bodies you use to create it. If the majority
used to create Geb’s hammer (at least two) were skeletal, the
jagged bits of bone cause the corpse hammer to deal slashing
damage and increase Geb’s hammer’s critical threat range
to 19–20. On the other hand, if the majority were fleshy (at
least two), the increased mass causes Geb’s hammer to deal
bludgeoning damage and increase its critical hit damage to ×3.
Undead that have been destroyed by positive energy or a
similar effect that does not leave a corpse, like a disintegrate
spell, cannot be used to form Geb’s hammer.
Fleshcurdle
School transmutation (polymorph); Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (scrap of pickled flesh)
Range close (25 ft. + 5 ft./2 levels)
Target one living or undead creature
Duration 1 round/level
Saving Throw Fortitude negates; Spell Resistance yes
You warp the target creature’s flesh, discoloring it and causing
it to become misshapen and impairing its function. When you
cast this spell, you must choose one of three types of effects to
inflict on the target—movement, attacks, or defense.
Attacks: One of the creature’s natural attacks takes a –2
penalty on attack and damage rolls, only scores a critical hit
on a natural 20, and only deals ×2 damage on a confirmed
critical hit.
Defense: The creature’s natural armor bonus decreases by –4,
to a minimum bonus of +0.
Movement: One of the creature’s movement speeds (chosen
by you) is halved.
Most undead are susceptible to fleshcurdle, but amorphous
creatures and creatures without flesh are immune (such as
elementals, oozes, plants, gaseous or incorporeal creatures,
and skeletons).
Forceful Strike
School evocation [force]; Level cleric 4, inquisitor 4, magus 4,
paladin 4
Casting Time 1 swift action
Components V, S
Range touch or reach of melee weapon
Target 1 creature
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
You cast this spell as you strike a creature with a melee
weapon, unarmed strike, or natural attack to unleash a
concussive blast of force. You deal normal weapon damage
from the blow, but also deal an additional amount of force
damage equal to 1d4 points per caster level (maximum
of 10d4). The force of the blow may be enough to knock
the target backward as well. To determine if the target is
pushed back, make a combat maneuver check with a bonus
equal to your caster level to resolve a bull rush attempt
against the creature struck. You do not move as a result
of this free bull rush, but it can push the target back if
Geniekind
School transmutation (polymorph); Level cleric 5, druid 5,
sorcerer/wizard 5, summoner 5
Casting Time 1 standard action
Components V, S, M (a pinch of dust, embers, wind-blown
sand or drops of water, depending on the genie type)
Range personal
Target you
Duration 1 round/level
Keleshite wizards and clerics have always sought to emulate
the genies that they bind. The geniekind spell is the result
of attempts to gain the power and influence of these proud
outsiders without entirely forsaking the caster’s own form.
Upon casting this spell, you must choose one type of genie
to transform into, selecting from djinni, efreeti, marid, or
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Pathfinder Campaign Setting: Inner Sea Magic
shaitan. You retain your basic physical appearance but shift
in some way to become more akin to the genie type you
chose. While under the effects of geniekind, you gain a +2
racial bonus on all saving throws against paralysis, poison,
sleep, and stunning effects, and a +4 enhancement bonus to
your natural armor bonus. You also gain a +2 enhancement
bonus to Constitution and a +5 bonus on all Diplomacy checks
made when interacting with creatures of the same elemental
subtype as your chosen genie. In addition, you gain other
abilities depending upon the type of genie you choose to
assume the form of, as detailed below.
Djinni: You gain the ability to fly at a speed of 60 feet
with perfect maneuverability. When flying, your lower torso
trails away into a vortex of wind and smoke. You gain resist
electricity 10.
Efreeti: Your flesh turns a deep red and you grow large
horns on your head. Your unarmed strikes and any melee
weapon you wield deal +1d6 points of fire damage. You gain
resist fire 10.
Marid: Your flesh turns blue and you gain webbed fingers
and toes. You gain a swim speed of 60 feet and can breathe
water. You gain resist cold 10.
Shaitan: Your flesh gains the coloration of stone and your
hair appears to be sculpted from fine crystals. You gain a
burrow speed of 60 feet and resist acid 10.
Hungry Darkness
School evocation [darkness, force]; Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (a bat’s tooth)
Range close (25 ft. + 5 ft./2 levels)
Area 60-ft.-radius spread
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes (see text)
This spell creates an area of intense blackness, as deeper
darkness, but filled with unseen chewing teeth and ravenous
maws. Any creatures beginning its turn within the hungry
darkness is gnawed and slashed by these unseen fangs of
force, dealing 3d6 points of force damage and 2 points of
Constitution damage per round. Once a creature leaves the
cloud, it continues to take 1d6 points of bleed damage each
round until it receives magical healing or enters an area of
bright light. Spell resistance can prevent damage from the
hungry darkness but not against the darkness it creates.
Hunter’s Lore
School divination; Level inquisitor 2, ranger 2
Casting Time 1 standard action
Components V, S, M (a scrap of paper torn from a book
about monsters)
Range personal
Target you
Duration 1 minute/level
Inquisitors and rangers alike learned long ago that knowledge
of an enemy grants power over that enemy. This spell was
created so that almost any enemy could have its vulnerabilities
known and exploited.
For the duration of this spell you may spend a full-round
action to take 20 on any Knowledge skill checks made to
identify a foe’s weaknesses, provided the foe in question is
within line of sight and provided that you have at least one
Geniekind
56
Spells
rank in that particular Knowledge skill. This spell allows you to
make untrained Knowledge checks to determine a monster’s
weaknesses as if you had ranks in that skill, but you cannot
take 20 on these checks.
by siphoning off a tiny portion of your own mind to infuse the
object. Only permanent magic items may be enhanced by this
spell—one-use items and charged items cannot be affected
by impart mind. Intelligent magic items cannot be affected by
impart mind.
When you cast impart mind on a magic item, the item
gains an Intelligence, Wisdom, and Charisma score of 10 and
gains your alignment. You have no special control over the
item once it becomes intelligent, although since it has your
alignment, personality conflicts with items you wield won’t
be a problem. Determine the item’s ego normally, as per the
rules on intelligent items in the Core Rulebook.
An item made intelligent via impart mind communicates via
speech and has normal senses to a range of 60 feet. It speaks
and reads one language known by you—if you know multiple
languages, you may choose which language the item knows.
When you cast impart mind on an item, roll once on Table
15–24 on page 534 of the Core Rulebook to randomly determine
the item’s power—add your caster level to this roll. By
expending additional diamond dust in excess of the 1,000 gp
worth of material components required to cast this spell, you
can gain further bonuses on the d% roll made to determine
the item’s power. Every additional 100 gp in diamond dust you
use in excess grants a cumulative +1 bonus to the roll, up to
a maximum additional bonus equal to your caster level. If the
item gains the ability to cast a spell, determine the spell it can
cast randomly from spells you know of the appropriate level. If
the item gains ranks in a skill, it gains ranks in a random skill
in which you have at least 1 rank.
If you roll above 100, then you can choose one item power
on Table 15–24 in the Core Rulebook to grant the item, and the
item gains a special purpose. Roll once on Tables 15–25 and
15–26 on page 534 of the Core Rulebook to determine what the
item’s special purpose and dedicated powers are. These d%
rolls are not modified by your caster level or any additional
powdered gems you used to cast the spell.
Once this spell ends, the item reverts to its previous
nature—if you cast this spell on the item again, it gains
entirely different powers as determined by a new set of rolls.
Ice Spears
School conjuration [cold]; Level druid 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M (a small stalagmite-shaped crystal)
Range close (25 ft. + 5ft./2 levels)
Effect 1 ice spear/4 levels
Duration instantaneous
Saving Throw Reflex half and see below; Spell Resistance no
Favored by the spellcasters of Irrisen, this potent spell
can disrupt spellcasters, topple enemies, and break even
seemingly unstoppable charges.
Upon casting this spell, one or more giant spears of ice
lance up out of the ground. Each stalagmite-like icicle affects a
5-foot square and tapers to a height of 10 feet. You may cause
a number of ice spears equal to one spear for every four caster
levels you possess to burst from the ground. A creature that
occupies a square from which a spear extends (or that is within
10 feet of the ground below) takes 2d6 points of piercing damage
and 2d6 points of cold damage per square—creatures that
take up more than one square can be hit by multiple spears if
the caster is high enough level. The explosive growth can also
trip foes. When the spears erupt from the ground, they make a
combat maneuver check against any targets that take damage
from the spears, with a total bonus equal to your caster level plus
your Intelligence, Wisdom, or Charisma modifier, whichever is
highest. Each additional ice spear beyond the first that strikes
a single foe grants a +10 bonus to this CMB check. If the check
succeeds, the ice spears knock the foe prone. A successful Reflex
save halves the damage and prevents the trip attempt.
If you cast this spell upon an area covered with ice or snow,
such as atop a glacier, frozen lake, or snow-covered field, the
spears strike with additional force. Saves against the effect
suffer a –2 penalty and the spell gains a +4 bonus on its
combat maneuver check to trip foes. Ice spears created by this
spell remain after they do their damage. They melt as normal
depending on the surrounding environment. They no longer
damage foes in their square, but can provide cover. An ice
spear has hardness 5 and 30 hit points.
Khain’s Army
School necromancy [evil]; Level cleric 5, sorcerer/wizard 5,
witch 5
Casting Time 1 standard action
Components V, S, M/DF (a handful of ghoul’s teeth)
Range 5 feet
Effect 1d4+1 ghouls and 1 ghast
Duration 1 round/level
Saving Throw Fortitude half (see text); Spell Resistance no
Originally created by the priest-king of Nemret Noktoria,
the ghoul Kortash Khain, for use by his minions to bolster
their forces in battles against their enemies, Khain’s army has
become a favorite of many necromancers throughout Osirion
Impart Mind
School transmutation; Level cleric 6, magus 5, sorcerer/wizard 6
Casting Time 2 rounds
Components V, S, M (diamond dust worth at least 1,000 gp)
Range touch
Target permanent nonintelligent magic item touched
Duration 1 hour/level
Saving Throw none; Spell Resistance no
This spell grants the target magic item temporary intelligence
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Pathfinder Campaign Setting: Inner Sea Magic
and beyond. By scattering a handful of ghoul’s teeth across
the ground, you cause 1d4+1 ghouls led by a single ghast to
rise up from the ground around you. The ghouls and their
ghast leader must appear in squares adjacent to you, but after
that they follow your spoken commands unerringly.
If one of the ghouls is destroyed while the spell’s duration
is still in effect, it bursts into a spray of rotten flesh and
necromantic energy that deals 1d6 points of negative energy
damage to all adjacent targets—this energy heals undead
targets as typical for negative energy damage. If the ghast
is destroyed in this manner, it deals twice as much negative
energy damage as a ghoul. A successful Fortitude save halves
the negative energy damage dealt. When this spell’s duration
expires, any remaining undead created by this spell crumble
apart into dust and blow away without dealing any additional
negative energy damage.
With this spell, you create shafts of blue light that illuminate
all undead creatures in the area. Affected undead take a
–20 penalty on all Stealth checks. Invisible undead are not
made visible by this effect, but the light does make it easy to
pinpoint the exact squares in which such undead are located
(they still retain the 50% miss chance granted by invisibility).
The light of Iomedae increases light levels by one step in a
5-foot radius around an affected undead creature. Once an
undead is affected, it remains illuminated as long as remains
within the spell’s range, even if it leaves the spell’s original
radius, until the spell’s duration ends.
Affected undead must also make a Will save when they
are first illuminated by the light of Iomedae. Those who
fail this save lose all benefits of channel resistance and take
a –2 penalty on all saving throws made against positive
energy effects.
Kiss of the First World
Martial Marionette
School transmutation; Level bard 4, druid 4
Casting Time 1 standard action
Components V, S, M (diamond dust worth 100 gp)
Range touch
Area living or undead creature touched
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
This spell—a favorite of fey spellcasters—is traditionally
bestowed with a kiss, though all that’s really required to gift
someone with a kiss of the First World is a touch. This spell
infuses a living creature with a surge of positive energy from
the First World, filling the target with the raw energies of
life. The exact effects of this spell vary, depending on the
nature of the creature touched. Constructs are immune to
the effects of this spell.
Living Creature: A living creature gains a 20-foot increase to
his base land speed and a +2 insight bonus on all Charismabased skill checks. In addition, the creature gains fast healing
2. Fire, acid, and negative energy cause this fast healing to stop
functioning on the round following the attack.
Undead Creature: An undead creature targeted by this
spell is staggered for the duration of this spell. It does not
gain the benefits of any channel resistance it might normally
enjoy, and the save DCs for any of its special attacks (but not
spell-like abilities or spells) are reduced by 2.
School enchantment (compulsion) [mind-affecting]; Level
bard 3
Casting Time 1 standard action
Components V, S, M (a marionette’s crossbar)
Range close (25 ft. + 5 ft./2 levels)
Target 1 creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
When you cast this spell, you take partial control of an
opponent’s limbs, making it difficult for him to attack you.
Any attacks made against you by the target of the spell take
a –2 penalty due to the erratic and random motions the spell
forces onto any efforts to strike you. In addition, any creature
suffering the effects of this spell cannot flank you and cannot
aid other opponents in flanking you.
As long as the affected creature is adjacent to you, you can
cause the creature’s limbs to flail into the path of other attacks
against you as an immediate action. This provides partial cover
against that attack, granting you a +2 bonus to AC and a +1
bonus on Reflex saves.
Martyr’s Bargain
School transmutation (good); Level cleric 2, paladin 2
Casting Time 1 immediate action
Components V
Range personal
Target you
Duration 1 round/level
Saving Throw none; Spell Resistance no
Among the faithful followers of the gods of purity—whether
they be the servants of Desna in Nidal, zealous followers of
Milani struggling against Cheliax’s government, paladins of
Iomedae fighting against the horrors of the Worldwound, or
simply those that fight evil the world over—martyr’s bargain
represents true faith and true sacrifice.
Light of Iomedae
School conjuration [good, light]; Level cleric 3, inquisitor 3,
paladin 2
Casting Time 1 minute
Components V, S, DF
Range medium (100 ft. +5 ft./level)
Targets all undead in a 10-foot-radius spread
Duration 1 minute/level
Saving Throw Will partial; Spell Resistance yes
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Spells
You cast this spell as an immediate action when you are
subject to a spell or spell-like ability that deals hit point
damage, after attack rolls and saving throws have been rolled
but before the damage itself is determined. The damage
dealt by the spell and any related effects are then delayed
for you (and you only) for a number of rounds equal to your
caster level.
At the end of that time (or immediately if martyr’s bargain is
dispelled), the delayed damage takes effect on you as it would
have at the time it was cast, but is maximized as if affected
by the Maximize Spell metamagic feat. Spells and spell-like
abilities that were already maximized gain no additional
benefit from this spell. Nothing can prevent this delayed
damage from affecting you.
You can be affected by only one martyr’s bargain spell at
a time. If you cast this spell while you are already under the
effects of a previous martyr’s bargain, the previous spell effect
ends and you immediately take the damage it had delayed.
Duration 1 hour/level
Alchemists have tried for centuries to recreate Artokus
Kirran’s feat of genius that created the sun orchid elixir.
Although they have yet to unlock the elixir’s exact formula,
their efforts have not been entirely wasted. One by-product
of their experiments was the orchid’s drop formula. This
extract, distilled from a much-diluted drop of the nectar of
a sun orchid flower, can transform an alchemist’s mutagen
into a potent healing tonic.
As long as you’re under the effects of orchid’s drop,
drinking a dose of your mutagen heals you of 2d10 points of
damage. For the spell’s duration, you gain a +2 alchemical
bonus on all saving throws.
Pugwampi’s Grace
School enchantment (compulsion) [mind-affecting]; Level
bard 2, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M (a pugwampi’s hair)
Range short (25 ft. + 5 ft./2 levels)
Target one creature (see below)
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
Hated by adventurers throughout the Inner Sea region,
the gremlins known as pugwampis infect those around
them with a malignant form of unluck—an effect that this
spell emulates. If the target fails its Will save, it becomes
infused with the so-called “grace of the pugwampi.” A
creature affected by this spell must roll two d20s whenever
a situation calls for a d20 roll (such as an attack roll, a skill
check, or a saving throw) and must use the lower of the
two results generated. As with the aura shed by actual
pugwampies, this spell has no effect on animals, gremlins,
or gnolls. The effects of this spell are negated as long as
a target gains any sort of luck bonus to a d20 roll (such
as those granted by a luckstone or divine favor), but the
spell’s duration is not impacted by these effects. If the luck
bonus goes away before the pugwampi’s grace effect ends,
the unluck returns and remains until the spell’s normal
duration runs out.
Music of the Spheres
School conjuration (healing) [sonic]; Level bard 5, cleric 6
Casting Time 1 standard action
Components V, S, M (a stick of incense treated with special
balms)
Range 20 ft.
Area 20-ft.-radius spherical emanation, centered on you
Duration concentration, up to 1 round per level
Saving Throw none; Spell Resistance yes (harmless)
As any scholar of Desnan lore or astrologer can tell you, the
music of the spheres is the harmonic constant that plays
under and through all of reality. It is this constant song, this
otherworldly music, that keeps the laws of reality constant and
the connections between the planes of existence strong.
With this spell, one can amplify the underlying music of
the spheres in the spell’s area of effect to infuse yourself and
all creatures within 20 feet of you, friend and foe alike. All
creatures that begin their turn within the area of this spell’s
effect gain fast healing 5, resistance 10 to all energy types,
and a +3 sacred bonus on all saving throws against poison and
disease. Any creature that enters the area of effect does not
gain the benefits of the music of the spheres until it begins
its turn in that area. You must maintain concentration on the
amplification of the music or the effects immediately end, but
you can move around to prevent enemies from gaining the
benefits of this spell.
Shadow Barbs
School illusion (shadow) [darkness]; Level cleric 4, inquisitor 4,
sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (a single link from a spiked chain)
Range 0 ft.
Effect spiked chain-like shadowy weapon
Duration 1 round/level
Saving Throw Will negates (see text); Spell Resistance no
This spell, developed originally by priests of Zon-Kuthon in
Nidal’s early years, has recently crossed the boundary between
divine and arcane magic. Although it still bears some of the
Orchid’s Drop
School transmutation; Level alchemist 3
Casting Time 1 standard action
Components V, S, M (a much-diluted drop of sun orchid
nectar worth 500 gp)
Range personal
Target you
59
51
Pathfinder Campaign Setting: Inner Sea Magic
stigma of being associated with the Midnight Lord, it’s rapidly
becoming a favorite spell of magi and other martially minded
arcane spellcasters.
When you cast this spell, you create a shadowy spiked chain
that shimmers and pulses with darkness. The chain exists
as long as you carry it; if you ever drop the chain, give it to
another, or are disarmed, it immediately vanishes and the
spell’s duration ends.
The chain radiates darkness in a 10-foot-radius spread
around you, reducing the illumination level in this area by one
step, but not below the level of dim light.
You can wield the shadow barbs as a spiked chain as if
you were fully proficient with spiked chains. Any additional
abilities or feats that you possess that apply to spiked
chains apply to the shadow barbs as well. The weapon
functions as a +2 vicious spiked chain. Its enhancement
bonus increases to +3 at caster level 11th, to +4 at caster
level 15th, and finally to +5 at caster level 19th. When the
spell effect ends, you can make a Will save against the
spell—if successful, all of the damage caused to you by the
shadow barbs’ vicious weapon quality vanishes, unless you
are dead or unconscious at the time the spell ends, in which
case you automatically fail this Will save and the vicious
weapon damage remains.
between you and your target, creatures can move through it
without ill effect. The cord even passes through solid objects
as necessary to maintain the connection between you and
the target.
Siphon Magic
School abjuration; Level cleric 5, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S, M (a coiled length of copper wire wrapped
around the palm)
Range touch
Target creature touched
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell attempts to transfer a magical effect from a creature
you touch to yourself. When you touch the creature, siphon
magic attempts to end one ongoing spell that has been cast
on that creature, as if via a targeted dispel magic. If you know
the specific spell effect you wish to target, you can name that
spell effect to target that specific spell; otherwise siphon magic
begins with the highest-level spell in effect and works its way
down through all spells affecting the target until it dispels one
or runs out of effects, as per dispel magic.
If siphon magic successfully ends a spell effect on
the target, the remaining duration of that spell effect is
transferred to you. That spell effect plays out for the rest of
its duration as if you had been the original target. If the spell
allows a saving throw to resist the effect, you gain a saving
throw as if the spell were just being cast upon you, although
this does not “reset” the spell’s duration.
Shining Cord
School evocation [force]; Level magus 3
Casting Time 1 standard action
Components V, S, M (a small length fine of silver chain worth
100 gp)
Range 30 ft.
Target 1 creature
Duration 1 round/level or instantaneous (see below)
Saving Throw Fortitude partial (see below); Spell Resistance yes
When you cast this spell, you make a ranged touch attack
against a single opponent within 30 feet. If you hit, a thin
silver strand extends from your body to its, forming a
connection that allows you to anticipate its actions. For the
duration of the spell, you receive a +5 insight bonus on all
Perception and Sense Motive checks opposed by the target.
You gain a +5 insight bonus on all Spellcraft checks made to
identify your opponent’s spell as part of a counterspelling
attempt. Finally, you gain a +2 dodge bonus to your AC against
attacks made against you by the target.
Lastly, if either you or the target moves more than 30 feet
away from the other, the cord crackles with a surge of light
and sends a blast of force along its length to the other end.
This blast deals 1d6 points of damage per two caster levels
(maximum 10d6) and stuns the one who moved out of range
for 1 round—a successful Fortitude save halves the damage
and negates the stun effect. This blast ends the spell and
severs the connection between you and your target.
Although the shining cord makes a visible connection
Song of Kyonin
School conjuration (healing); Level bard 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets up to 3 creatures, no two of which can be more than
30 ft. apart
Duration 1 round/level or until performance ends or changes
(see text)
Certain elven bards of Kyonin are known for the restorative
power of their performances—mostly as a result of this
spell. You must have a bardic performance in effect to
cast this spell (although this spell is called song of Kyonin,
the bardic performance need not be singing). As long as
that performance continues, up to 3 creatures affected
by the performance gain fast healing 2. When this bardic
performance ends or you change to a different bardic
performance, the fast healing granted by this spell ends as
well, but all creatures affected by this spell heal 1d8 points
of damage + 1 point per caster level (maximum +15) and are
cured of any of the following conditions: exhausted, fatigued,
nauseated, paralyzed, sickened, or stunned.
60
Spells
Spell Absorption
Duration 1 round/level
Nexian wizards first created this spell while researching the
nature of the Mana Wastes, hoping to create small zones
within the magic-starved region where their own spells could
still function reliably. The best the Nexians could manage
was this spell—a method to temporarily stabilize magic so
that spellcasting within a small area can be accomplished
without fear of triggering primal magic events. In the area of
effect of this spell, primal magic events cannot be triggered.
The emanation grants a +4 circumstance bonus on all saving
throws against effects generated by primal magic outside of
the spell’s effect that expand into the area.
Unfortunately, suppressed primal magic tends to build up
around the emanation created by this spell. When suppress
School abjuration; Level sorcerer/wizard 5
Casting Time 1 round
Components V, S, M (a prism)
Range personal
Target you
Duration 1 round/level
If you successfully counterspell a 3rd-level or lower level spell
(through either dispel magic or normal means) while spell
absorption is in effect, you absorb the countered spell and use
it to regain spells you have already cast. If you’re a wizard, you
regain the use of any single spell that you have cast since the
last time you prepared spells. If you’re a sorcerer, you regain a
single spell slot. The spell recovered or spell slot regained must
be of an equal level or lower than the spell you counterspelled.
Spell Absorption, Greater
School abjuration; Level sorcerer/wizard 8
This spell functions as spell absorption, save that you can
absorb countered spells of 6th level or lower.
Spellscar
School abjuration; Level cleric 8, sorcerer/wizard 8
Casting Time 1 standard action
Components V, S, M (a pinch of sand from the Spellscar
Desert)
Range medium (100 ft. + 10 ft./level)
Area two 10-ft. cubes per level (S)
Duration 10 minutes/level (D)
This potent spell invokes the same sort of magical
devastation that created the Mana Wastes so long ago—
albeit on a much more localized (and thankfully temporary)
scale. Within the area you choose to affect with spellscar,
the terrain takes on a strange pale hue, as if colors were
muted. Periodically, ripples of vibrant color wriggle through
the terrain. Within this area, any spell, spell-like ability, or
magic item activation automatically triggers a primal magic
event—a spellcaster can avoid triggering such an event
by making a concentration check (DC 15 + twice the spell’s
level), but non-spellcasters who activate magic items have no
such option.
You gain a +4 insight bonus on concentration checks
made to avoid triggering primal magic events while within
a spellscar you have created, and if you do trigger a primal
magic event, you may roll d% twice and pick which of the two
results you wish to have occur.
Vengeful Comets
Suppress Primal Magic
School abjuration; Level cleric 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (a pinch of sand from the Spellscar Desert)
Range 10 ft.
Area 10-ft.-radius emanation centered on you
61
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Pathfinder Campaign Setting: Inner Sea Magic
primal magic’s duration ends (or when the spell is dispelled),
a primal magic event is immediately triggered at the center
of the emanation if that point is still in an area where primal
magic is active. The CR of this event is equal to the caster
level of the recently ended suppress primal magic spell. The
original caster of the suppress primal magic spell can attempt
to negate this triggered primal magic event by making a DC
20 Will save—most spellcasters instead relocate to an area
not affected by primal magic if they can so that they can end
the spell’s effect safely.
Range one potion
Effect one spell tattoo
Duration instantaneous
Saving Throw none; Spell Resistance no
When you cast this spell, you mix special tattoo inks into a
potion of your choice. Once you finish casting tattoo potion,
the potion begins bubbling and fizzing—if no one drinks
the potion within 1 minute of the spell being cast, the potion
bubbles away into vapor and is destroyed.
When a potion under the effects of tattoo potion is imbibed,
the effects of the potion do not occur. Instead, the potion
transforms into a spell tattoo (see page 16) on the drinker’s
chest tattoo slot—if the drinker already has a magic tattoo
in this location, the tattoo potion is wasted. Once the potion
transforms into a spell tattoo, it remains in place permanently
until it is used as a spell tattoo.
Tattoo Potion
School transmutation; Level alchemist 2, bard 2, sorcerer/
wizard 2, witch 2
Casting Time 1 minute
Components V, S, M (a potion to be tattooed, special inks
worth 500 gp)
Transfer Tattoo
School transmutation; Level bard 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S, M (tattooing needle)
Range touch
Target one magic tattoo
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
With this spell, you can transfer one magic tattoo from one
creature to another. A target that isn’t willing to have his
tattoo removed or to receive the transferred tattoo can
resist this spell with a Fortitude save—if successful, the
transfer fails and the caster of this spell is staggered for
1 round by the backlash of magical energy. A tattoo can be
transferred from a dead creature in this manner to a living
host, provided the body has been dead no longer than one
hour per caster level.
Vengeful Comets
School evocation [cold]; Level druid 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Effect 1 comet per 4 levels
Duration 1 round/level or until completely discharged (see below)
Saving Throw none; Spell Resistance yes
This spell causes a number of miniature comets (up to one
per four caster levels) to orbit in the air above your head. Bits
of snow and cold wind drift down from the orbiting comets,
granting you a circumstance bonus equal to the number of
comets on all saving throws against fire effects.
The actual use for the comets, though, is to make vengeful
strikes against foes who dare to target you with offensive
spells. As an immediate action whenever you are affected
by a spell cast by another creature, you can fire one of your
vengeful comets as a bolt of icy retribution (provided the
Weaponwand
62
Spells
source of the offensive spell is within range of your vengeful
comet, of course). The comet requires a ranged touch attack
to hit. If it hits, a comet deals 1d6 points of bludgeoning
damage and 3d6 points of cold damage to the target, plus an
additional amount of cold damage equal to the level of the
spell you are retaliating against. If the spell you’re retaliating
against had the fire descriptor, you may opt to fire two
comets instead of one.
As part of the spell’s casting, you can insert a single wand into
the weapon, at which point the weapon returns to its original
form with the wand held inside of it without negatively
impacting the weapon’s integrity. For the spell’s duration,
a character who wields the transmuted weapon is also
considered to be wielding the wand as well. You can attack
normally with the weapon or use the weapon as if it were
the encased wand. If the effect created by the wand requires
an attack roll to successfully strike a foe, you may make the
attack roll as if you were making an attack with the weapon at
its highest bonus (including any bonuses the weapon would
normally receive) rather than just a normal attack with the
wand—doing so does not allow you to add the weapon’s
damage to the wand’s attack roll, but instead allows you to use
your skill with the weapon to boost your chance of hitting with
the spell.
At the end of the spell’s duration, the encased wand is
ejected from the weapon. If you have a free hand, you may
catch the weapon as a free action; otherwise, the wand drops
to the ground. If the weapon housing the wand is broken or
destroyed during the duration of weaponwand, the encased
wand is similarly broken or destroyed.
Vex Giant
School transmutation; Level ranger 3
Casting Time 1 standard action
Components V, S, M (a fragment from a Large or larger
weapon)
Range personal
Target you
Duration 1 round per level
The giants and their kin have long plagued the peoples of
Varisia, particularly the Shoanti of the Storval Plateau. Among
the various tactics and methods the Shoanti have developed
to fight against their enemies, this spell is one of the most
widespread today.
When you cast vex giant, your senses and reflexes become
particularly honed against a single target within 60 feet,
provided the target is at least one size category larger than
you. You may select your focused foe as a free action when
you cast this spell—switching your focus to a different foe
within 60 feet is a move action. If a foe moves beyond 60
feet from you, you lose your focus on that foe, although you
may regain it by moving within 60 feet and spending a move
action. Although the name of the spell is vex giant, it works
equally well on any foe that’s at least one size category larger
than you.
Against a foe you are focused on, you do not provoke
attacks of opportunity by moving through their threatened
area. Additionally, the first successful melee attack you make
against the foe in a round deals an additional 1d6 points of
damage. Finally, you gain a +4 insight bonus on all combat
maneuver checks made against your focused foe.
Zone of Foul Flames
School transmutation; Level druid 4
Casting Time 1 standard action
Components V, S, M (a sliver of tree bark from a burnt tree
from the Uskwood)
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius spread
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes
The twisted druids of the Uskwood forsook fire in ages past
for the glory of Zon-Kuthon. Despite this aversion, these
servants of Nidal know well the sting of flame, and have
learned to turn it back on those that wield it. This spell creates
a zone where magical fire effects twist and lash out against
those who create the effects. A zone of foul flames looks
unremarkable to the casual observer, but a Perception check
(DC = 20 + the caster’s level) reveals a faint rippling effect in
the area, as if of heat distortions in the air.
Whenever a creature casts a spell with the fire descriptor
or activates a magical fire effect (as from a magic item or a
special attack) while that creature is located in a zone of foul
flames, that creature takes full fire damage from the effect.
If the effect allows a saving throw to reduce the damage,
the victim may attempt the same saving throw to reduce
the damage. All creatures in a zone of foul flames gain a +4
circumstance bonus on all saving throws against fire effects,
except for those made by a creature attempting to save
against fire damage from his own magic. Nonmagical fire in
a zone of foul flames burns half as brightly but is otherwise
not affected.
Weaponwand
School transmutation; Level bard 1, cleric 1, inquisitor 1,
magus 1
Casting Time 1 round
Components V, S, F (a magic wand)
Range touch
Target one weapon
Duration 1 minute/level
Saving Throw Will negates (harmless, object); Spell
Resistance yes (harmless, object)
When you cast this spell on a weapon, you cause a portion of
the weapon to open like the skin of a partially peeled apple,
revealing a space large enough to insert a single wand within.
63
51
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OPEN GAME LICENSE Version 1.0a
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Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
System Reference Document. © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip
Williams, based on material by E. Gary Gygax and Dave Arneson.
Advanced Bestiary. © 2004, Green Ronin Publishing, LLC; Author: Matthew Sernett.
Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott Greene.
Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason
Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor.
Magic Schools of the Inner Sea
Daggermark Poisoner’s Guild
The Harrowed Society
Acadamae
Kintargo Opera House
Citadel Enferac
Arcanamirium
White Grotto
Crimson Citadel
Oenopion Fleshforges
Magaambya
PATHFINDER CAMPAIGN SETTING
A World of Magic!
®
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From the tortured sands of the Mana Wastes, where magic is as likely to tear you apart
as it is to not work at all, to the perpetually frozen northern nation of Irrisen
where the winter witches rule, magic is a part of life in the Inner Sea region.
Whether it is wielded by benevolent clerics to keep their allies fighting the
good fight or unleashed by wizards in the form of scorching blasts of fire,
magic can be the difference between life or death. Or, as in so many cases,
the cause of life or death.
Inner Sea Magic explores the role of magic within this vast and varied
region. Within this book, you will find:
™
INNER SEA MAGIC
► A who’s-who of powerful and famous spellcasters from throughout
the Inner Sea region.
► Details on four types of magical schools—arcane academies,
spellcaster’s guilds, monasteries, and secret societies—along with
rules for joining and studying with such organizations.
► Rules for several types of specialized or variant magic, including the
chaotic power of primal magic, the secrets of shadowcasting, the traditions
of Thassilonian sin magic, and the wonders of Varisian tattoo magic.
► Two new oracle mysteries (the primal-magic wielding spellscar mystery and the
sinister Outer Rifts mystery).
► More than a dozen new archetypes for all sorts of spellcasters, including the
black-blooded oracle, the Razmiran priest, the shadowcaster wizard, the
tattooed sorcerer, and the winter witch.
► Two new prestige classes—the cyphermage and the divine scion.
► Dozens of new spells, from Aroden’s spellward to zone of foul flames!
®
®
™
®
Inner Sea Magic is intended for use with the Pathfinder Roleplaying
Game and the Pathfinder campaign setting, but can easily be used in any fantasy
game setting.
™
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Inner Sea Magic
Jason Nelson, Sean K Reynolds, and Owen K.C. Stephens